Foster's 



Bridge 



Tactics 




o 



Class _^Y.^2.5 



Copyright N^_ 



COPYRIGHT DEPOSIT. 



FOSTER'S BRIDGE TACTICS 



FOSTER'S 

Bridge Tactics 

BY 

R. F. FOSTER 

Author of '■'Foster' s Whist Manual,'' ''Foster' s Bridge Manual " 

"Foster's Complete Hoyle," "Foster's Whist Tactics," 

'* The Pocket Library Series," and 

"Foster's Duplicate Whist" 

AND THE INVENTOR OF 

The Self-Playing Whist and Bridge Cards, 
The Foster Whist Adarkers, etc. 



NEW YORK 

FREDERICK WARNE & CO. 
1903 

\All rights reserved^ 



LIBRARY of CONGRESS 
Two Copies Received 

DEC 28 1903 

Copyright Entry^ 
(HAz. Z--f'tO^ 
CUSS a- XXc. No, 

''copy 8 






Copyright, 1903, 

BY 

frkde;rick WARN:e & co. 



PREFACE 



The following chapters on Bridge, which stands to- 
day without a rival in interest as a game of cards, are 
rather suggestive than didactic. It is impossible to 
play any intelle(5lual game by machinery, and there- 
fore extremely difficult to lay down hard and fast 
rules for things which must be largely matters of 
individual judgment. 

For the beginner, a brief statement of the broad 
principles of the game is enough. He must first study 
each part of its strategy as a unit, and should be satis- 
fied if he can readily solve the problem presented by 
the individual trick before him; familiarity with the 
methods which have proved to be sound in theory and 
successful in pradlice being his best guide. The more 
advanced player wants examples of the management 
of difficult situations, and illustrations of the manner 
in which the play of the whole hand is planned and 
carried out, contingencies being foreseen and provided 
for which are quite beyond the grasp of the novice. 
Both classes of players will find ample material for 
their consideration in the following pages. 

Theory being of little value unless accompanied by 



VI PRKFACK 

proper practice, it has been the aim of the author to 
provide the reader with a large number of interesting 
hands, which can be played over under precisely the 
same conditions that exist in an adlual game. These 
will be found in the First Series of Self -playing Bridge 
Cards, and the author feels confident that if this work 
is studied in conjundiion with the self -playing cards, 
what may appear a task will become a pleasure, and 
the reader will soon find himself such a master of every 
detail of the strategy of the game that there should be 
no hand which he would not know how to play. 



CONTENTS 



PAGE 

Description of the Game o . i 

Attention to the Score 12 

The Declaration, or Make 15 

Passed Makes 22 

Doubling, or Going Over 27 

Leading 31 

The Eleven Rule 45 

Unblocking 51 

Return Leads 62 

Shifting, or Running 64 

Discarding 67 

Fourchettes and Tenaces 78 

Second Hand Play 84 

Finessing 90 

Cards of Re-entry 99 

Underplay and Ducking . 108 

The Choice of Suits 117 

Combining the Hands 123 

Estimating Possible Tricks 131 

The Management of Trumps 141 

vii 



viil CONTENTS 

PAGE 

Playing Against Dummy . 153 

Fat.se Cards . . . « 162 

In General 169 

Dummy Bridge 170 

Auction Bridge 173 

Duplicate Bridge 179 

Progressive Bridge 182 

Synopsis of the Laws 183 

Technical Terms 202 

Complete Index 211 



FOSTER'S BRIDGE TACTICS 



DESCRIPTION OF THE GAME 

Bridge is played with a full pack of fifty-two cards, 
in which the ace is the highest in play but the lowest 
in cutting; the other cards rank KQJ 10987654 
3 2. Two packs are generally used. 

Four persons play, and not more than six may be- 
long to the same table. If there are more than four 
candidates for play, they draw cards from an outspread 
pack, and the four drawing the lowest cards play the 
first rubber. The four who are to play cut again for 
partners, the tw^o cutting the lowest cards being part- 
ners, and the lowest cut of all having the choice of 
seats and cards and dealing the first hand. If the first 
cut is not decisive, ties cut again; but the second cut 
decides nothing but the tie, the original low retaining 
its rights. For instance, if the first cut is a nine, two 
sevens, and a five, the two sevens must cut again to 
decide which shall play with the five. If one of them 
should cut a deuce, that would not deprive the plaj^er 
who cut the five in the first instance from having the 
first deal. 

The pack having been thoroughly shuffled by one of 



2 FOSTER'S BRIDGE TACTICS 

his adversaries, the dealer presents it to the player on 
his right, who is called the pone, to be cut, and then 
deals out the entire pack, one card at a time, from left 
to right, no trump being turned up. While he is deal- 
ing, the other pack must be shuffled by his partner and 
laid at the left hand pi the player whose turn it will be 
to deal next. The deal passes round the table to the 
left. There are no misdeals in bridge, and if any 
irregularity occurs the same dealer must deal again 
and with the same cards. A synopsis of the laws 
governing all irregularities will be found in the 
Appendix. 

The cards dealt, the dealer picks up his hand and 
announces, without any consultation with his partner, 
what suit shall be the trump for that deal, or if the 
hand shall be played without a trump. If the dealer 
does not care to make any declaration, as it is called, 
he says, "I pass," or " I leave it," and his partner 
must decide on something, and this decision is final. 
The adversaries cannot change this declaration in any 
way, but they have the right to increase the value of 
the tricks by doubling, or going over. If the dealer's 
partner makes a declaration before being asked to do 
so by the dealer, either of the adversaries may, with- 
out any consultation with his partner, demand that the 
declaration shall stand or that there shall be a new 
deal — by the same dealer, of course. 

The object of the game is to make points, these 
points having a value determined upon before play 
begins. Points accumulate in two ways : by win- 



DESCRIPTION OF THE GAME 9 

worth 4 points each instead of 2, on account of the 
doubling, but They scored for simple honours, 4 above 
the line. 

We dealt next, made it Diamonds, won two by 
cards, and scored 48 above the line for four honours in 
one hand; but one adversary had no trump and scored 
12 above the line for chicane. Some players deduct 
the chicane from the honour score and put down the 
difference, which would be 36 in this case. 

They dealt next, announced No trump, and made a 
little slam with four aces between the partners: 72 
points for tricks, winning the second game of the rub- 
ber and drawing a line under it; 40 and 20 above the 
line for honours and little slam. 

We dealt, made it Hearts, and won four by cards 
and four honours, winning the game and rubber: 32 
below the line; 32 for honours and 100 for the rubber, 
above the line. 

Added up, it is found that We made a total of 292 
points, and They made a total of 148. The value of 
the rubber is, therefore, 144 points. 

Each individual losing pla3'er pays the amount of 
the rubber, usually to the player sitting on his right. 

In speaking of the pla^^ers, it is usual to call the 
partners on one side the Dealer and the Dummy; on 
the other side, the Eldest Hand or I^eader, and his 
partner, the Pone. In card notation these four play- 
ers are indicated by the letters A-B, Y-Z — the first 
two letters of the alphabet playing against the 'last 
two. Z is always the Dealer, and A is always the 



lO 



FOSTER S BRIDGE TACTICS 



lycacler to the first trick in the hand, Y being the 
Dummy. 

Dummy 



Leader 




Pone 



Dealer 



When the expression ' ' adversaries ' ' is used, it 
always refers to the I^eader and his partner, the Pone. 

The references throughout this book are to the 
First Series of Self-playing Bridge Cards, a descrip- 
tion of which will be found in the Appendix. The 
letters A, B, Z, indicate the hands that should be held 
in using these cards, so as to understand the illustra- 
tion of the point under discussion. The numbers are 
the numbers of the games in the Self- players, in which 
A, B, or Z's hand will be found. For instance: In the 
chapter on finessing, the reader is referred to Z's hand 
in No. 20 as an illustration of a position in which a 
finesse is the only possible way to wnu the game on 
the hand. Y, being always a dummy and having 
nothing to do with the play, his cards are always re- 
ferred to as Z's, the dealer's, because Z must play 
them in combination with what he holds himself, and 
always sees both hands. 

There are thirty-two games in the First Series of 



DESCRIPTION OF THK GAME II 

Self -players, and as any one of the three hands, A's, 
B's, or Z's, may be studied with profit, and all of them 
at different times, there are ninety-six example hands 
in the one pack. These hands have been so sele(5led 
and arranged as to give the person using them pradli- 
cal living examples of all the tac5lics of the game as 
they would be used by an expert. 

MEMORISING HONOUR VAI^UES 

To facilitate the recollecflion of the honour values in 
trumps, the following method is suggested : Each trick 
over six is worth 2, 4, 6 or 8 points, according to 
whether the trump suit is Spades, Clubs, Diamonds, or 
Hearts. Then : 

3 honours between partners are worth twice the 
trick value. 

4 honours between partners are worth 4 times. 

5 honours between partners are worth 5 times. 
4 in one hand are worth 8 times. 

4 in one hand, i in the other, 9 times. 

5 in one hand, 10 times. 

Suppose Diamonds are trumps. The trick value is 
h ; and 4 honours in one hand are worth 8 times 6, or 
48 points. 



ATTENTION TO THE SCORE 



Thk most important part of the game, the basis of 
all its strategy and the surest mark of a good player, 
is close attention to the state of the score. The score 
influences everything, from the declaration to the last 
trick. With the advantage on his side, the dealer 
must remember to be conservative, but to be bold and 
adventurous when he is behind. Having won the 
first game of the rubber, and the adversaries nothing 
scored on the second game, it is very unwise to tempt 
Fortune by trying risky No-trumpers or doubtful 
Heart makes. But if the adversaries have won the 
first game, and the dealer is nothing up on the second, 
it is often good policy to take a chance, in the hope of 
getting level/ if possible, on his own deal. 

The score a6ls as a sort of balance-wheel to the 
declarations of a careful player. He will never risk 
losing the game on a doubtful declaration of high 
value when the score is sufficiently advanced to make 
it probable that he can win the game with a cheaper 
make. Very few good players will make it a Diamond, 
for instance, when they are behind on the first game, 
or have lost the first and have nothing scored on the 
second, or are nothing up on the last game of the 
rubber. The exceptions would be when they were so 
strong that it was reasonable to expec5l to go game on 
the hand if they found an average answer in the 



ATTENTION TO THE SCORE 1 3 

dummy, or if they had a great score above the line, 
such as four honours in one hand, which is too valu- 
able to be lost. Makes which would be perfe(5lly sound 
at one stage of the score would be foolish at another. 

The Dumm}^ should be especially watchful of the 
score when he is asked to make a declaration, because 
the state of the game ma}' be the Dealer's principal 
reason for passing. If the adversaries are 20 to the 
Dealer's o on the rubber game and the Dealer leaves 
it, his hand is either hopeless, or he has just enough 
to help out a risky No-trumper in the Dummy. But 
if the Dealer passes the make when he has won the 
first game and has 15 or 20 points scored on the 
second, he wants the Dummy to be conservative, so as 
to hold the advantage they have alread}^ gained. 

In the play the score is of even greater importance. 
The Dealer must know exadlly how many tricks are 
necessary to win the game, if it can be won; or how 
many tricks he must make to save it, if he cannot win 
it. There are so many situations in which it is evi- 
dent that if one of the adversaries is allowed to get into 
the lead he will make a certain number of tricks. 
How will these tricks affec5l the score? If they are 
just enough to win or save the game for the adver- 
saries, the risk must not be taken until everything 
else is hopeless. Attention to the score will often sug- 
gest to the Dealer that it would be safer to manage the 
hand in some other way. 

The adversaries are almost always on the defensive, 
and their chief solicitude should be to save the srame, 



14 FOSTER'S BRIDGE TACTICS 

not to win it. The third trick won against a Diamond 
make, even if it gives up some apparent advantage, such 
as a tenace, saves the game if the score is love- all. 
The fourth trick won on a Heart make is often better 
than the two that might have been made by waiting. 
When once the game is saved, the adversaries of the 
Dealer will often feel free to take a chance that will 
gain several more tricks, which they would not dare 
to risk while the game was still in danger. It is very 
seldom that the Eldest Hand or the Pone can play 
with the deliberate intention of winning the game, but 
close attention to the score, especially in the last few 
tricks, will enable them to save many a game that 
would otherwise be lost. 

Many excellent examples of the importance of play- 
ing to the score are to be found in the Self-playing 
Cards; for instance, Z's planning of the play so as 
to get enough tricks to win the game on the hand in 
Nos. I, 5, 7, 9, lo, II, 13, 19, .20, 27, 29, 31. 

For examples of seeing that the game cannot be 
won, and saving as many tricks as possible, see Z's 
hands in Nos. 16, 22, 24. 

For examples of the adversaries' skilful management 
of the pla}^ so as to save the game at the score, see 
A's hands in Nos. 9, 16, 22, 24, 29, and B's hands in 
Nos. 17, 18, 25, 26. 

For examples of the adversaries taking chances to 
win as much as possible on the hand, the game being 
apparently safe, see B's hands in Nos. 10, 11, 21, 23, 
24, 30. 



THE DECLARATION. OR MAKE 



The deal is a great advantage, not only because it 
carries with it the privilege of naming the trump suit 
or declaring to play without a trump, but because the 
dealer can see two hands and can play them -with, a 
perfect understanding of the possibilities of their com- 
bination. To make the best of his opportunit3% he 
must seledl the declaration that will win as many 
points as possible if he is strong, but he must be care- 
ful not to overreach himself. 

As it is impossible to w4n the game from zero wuth a 
black suit for a trump, it is a general principle that 
the dealer should never declare a black suit unless the 
score is so advanced that he is reasonably sure of win- 
ning the game on his own hand, counting on the 
dummy for not more than one possible trick to help 
him ; the common exception is, with four or five 
honours in one hand in Clubs, and the score consider- 
ably in his favour, such as having won the first game 
and being something up on the second. There are 
three better makes than the black trump, and if the 
dealer cannot do any better himself, he should pass the 
make to his partner and give him a chance. The excuse 
made by some persons, that they are afraid Dummy will 
make a reckless declaration, is idle, because the Dummy 
is ju-st as well aware of the state of the score as the 

15 



1 6 Foster's bridge tactics 

Dealer is, and will know from the very fadl of the 
make being passed what the Dealer probably has to 
hope or to fear. 

Black suits being so uncommon as original makes as 
not to be worth considering, the Dealer must decide 
between making it something better and passing. It 
must not be forgotten that there are two separate 
scores: tricks and honours; but that the trick points 
alone win the games and, consequently, the rubbers. 
The honour scores enhance the value of the rubber to 
the winners or reduce the losses of the losers, but the 
TOO points bonus that goes to the winners of the rub- 
ber must be earned by winning trick points and games. 
If the score is close, and it is expedient to win the 
game on the hand if possible, the honour score is of 
secondary importance ; but if the score does not sug- 
gest any immediate anxiety, the honour score is well 
worth taking into consideration, and one can well 
afford to run the risk of losing the odd trick, or even 
two by cards, if one is sure of adding 48 points to his 
score above the line. Statistics collecfted from i ,000 
rubbers, published in the New York Sim some years 
ago, went to show that the average value of a hand, 
tricks and honours combined, is 21 points, vSO that if 
the game is not in danger, any make which is certain 
of scoring much above that average is probably a good 
one. 

The most valuable declarations are No-trumpers and 
Hearts, and it is easier to win the game from zero on 
these makes than any others. No-trumpers pay bet- 



TIIK DECI.ARATION, OR MAKE 1 7 

ter than anything else, but they are proportionately 
unvSafe and come to grief more freqiientl}^ than trump 
makes. If the}^ succeed, and especiall}^ if the Dealer 
finds a good answer in the Dummy, No-trumpers are 
more likel}' to add largely to the trick score than any 
other declaration. 

Beginners are apt to become too fond of No- 
trumpers, and to declare them on hands which would 
be much better red makes. It takes only one more 
trick to win the game in Hearts than it would at 
No-trump, and the Heart make is always safer, espe- 
cially if there is one missing suit in the hand. An 
unprotected or short suit may be ruinous at No- 
trump ; but a singleton is an element of strength in a 
good trump hand. With five or six Hearts to three 
honours, or two top honours, it is almost always a 
better Heart make than a No-trumper. 

For examples of Heart makes in preference to No- 
trumpers, vSee Z's hands in the Self -playing Cards, Nos. 
2 1, 22, 25. All these makes are well worth studying. 

If there is nothing remarkable in the wa}^ of strength 
or honours in the red suits, the first thing to look for 
is a No-trumper. It is a common mistake to suppose 
that No-trumpers must be very strong all-around hands. 
The fact is that the general run of No-trumpers are 
average hands, which are not good enough for a red- 
suit declaration, and not bad enough to pass. 

With four aces, No trumps should be declared with- 
out a moment's hesitation, even if there are also five 
honours in Hearts in hand. With three aces the hand 



1 8 foste^r's bridged tactics 

should be a No-trumper unless the Hearts are strong 
enough to suggest that suit in preference. There are 
three aces in Z's hand in one of the Self -playing deals 
just referred to, but he makes it a Heart. 

The weakest hand for a No-trump declaration, Hearts 
being out of the question, would be one ace suit, a 
king-queen suit, and protection in a third suit, fro- 
te(5lion in a suit means that the adversaries can almost 
certainly be stopped from running it down, although 
the suit itself is not strong. K Q, or K J and another, 
or a twice guarded K or Q, or Q J and another would 
be prote(5led suits. Any hand which is stronger than 
this minimum of an ace suit, a king-queen suit, and 
protection in a third suit, must be slightly better as a 
No-trumper. Such hands would be: an ace suit and 
protecflion in three other suits, two ace suits and pro- 
te(5lion in a third suit. 

It is extremely dangerous to declare No-trumps 
with two unprotecfted suits in the hand, but the chance 
must be taken occasionally, especially if the score sug- 
gests it; with a long and established black suit, for 
instance, and the ace of another suit to get in with, 
especially the ace of Hearts, or a long Diamond suit, 
headed by A K, supported by the A K of another 
suit. Such a red hand would probably be a better 
No-trumper than Diamond at the score of love-all, as 
it is so difficult to make five by cards in Diamonds. In 
the Self -players, Z's hand in No. 14 is a good example 
of a No-trumper on two suits being better than a Dia- 
mond at the score of love-all. 



THE DECLARATION, OR MARK 1 9 

When the score is much against the Dealer, espe- 
cially on the rubber game, he may take chances on 
some hands that are even weaker than the minimum 
just given. But with such weakness much depends on 
the colour of the suits. If they are black, and it is 
highly probable that the Dummy holds a great honour 
score in Hearts, it might be safer to pass it. Dummy 
knows the score, and will probably take a chance him- 
self if there is any necessitj^ for it. 

For examples of good average No-trump makes, see 
Z's hands in the Self-players, Nos. i, 2, 3, 4, 6, 8, 13, 
14, 18, 19, 20. 

To declare Hearts, the Dealer should hold at least 
two honours, or be very long in the trump suit and 
strong in the plain suits. Six Hearts with only one 
honour and nothing to win tricks in the plain suits is 
a ver}^ poor make, and will surely come to grief unless 
Dummy's answer is a no-trumper. There is always 
the danger that the adversaries will not onh^ make the 
odd trick, but will score heavily above the line. Five 
Hearts, including two good honours and at least two or 
three tricks in plain suits, is a fair make. To declare 
Hearts with four only, three of them should be honours, 
and there should be great cards in the other suits — just 
a trifle too risky for a no-trumper, perhaps. With 
four or five* honours, the declaration should be made 
without any regard to the strength or weakness of the 
plain suits unless the game is in danger, because the 
score above the line will more than balance the loss of 
a few trick points. 



20 FOSTER S BRIDGK TACTICS 

An original Diamond make is very seldom a good 
one, except under one of two conditions: holding four 
or five honours in one hand, or the score so advanced 
that it is reasonably certain that the game can be won 
on the hand, with an average answer in the Dummy. 
When the adversaries are ahead in the score, and it is 
important not to lose any opportunities, Diamonds are 
a very bad make unless there are certainly two by 
cards in the hand or four honours. When the Dealer's 
side is ahead in the score he may occasionally make it 
Diamonds with six of them, including one honour, or 
five of them, including tw^o honours, if he has some pro- 
tection in other suits, such as two or three probable 
tricks. Diamond makes are stronger when there is a 
missing plain suit or a singleton in the hand, because 
there is more chance to make small trumps by ruffing. 

Examples of Diamond makes will be found in the 
Self-players, Z's hands in Nos. 5, 10, 24, 31. One of 
these would be an excellent no-trumper but for the 
honour score. Compare these makes with the No- 
trumper, instead of a Diamond, in No. 14. 

Clubs should never be declared originally unless the 
score is 18 or more in the Dealer's favour, and he has 
four honours in one hand, or is strong enough to win 
the game without any assistance from the Dummy. 

Spades should never be declared originally unless 
the Dealer is certain of winning a game w^hich he is 
afraid the Dummy might lose in a red suit or No- 
trump, if he passed the make to him. It is no excuse 
for an original Spade make that the hand is so weak 



THE DECLARATION, OR MAKE 21 

that any declaration of the Dummj-'s would probably 
lose. The Dummy knows the score just as well as the 
Dealer knows it, and is presumably possessed of just 
as good judgment. He should at least be given a 
reasonable chance. The Dealer must not forget that 
the weaker he is, the more likelihood there is that the 
Dummy is strong, especiall}^ in the honours of the red 
suits. 

When estimating the value or strength of the hand 
with a view to passing or not passing the make, aces 
and kings ma}^ be reckoned as possible tricks outside 
of trumps, but queens are very doubtful unless in the 
same suit as an ace or king, and well supported by the 
trumps. Even Q J and another may not be good for 
a trick in a trump declaration. K and Q should be a 
certain trick, and K Q J may be counted on for two 
tricks. In no-trumpers the value of the hand is 
largely problematical, everything depending on the 
Dummy's answer and how the missing high cards of 
the suits lie between the adversaries. 

For examples of hands on which the make should 
be passed, the vscore being love- all, see Z's hands in 
the Self -players, Nos. 9, 11, 12, 15, 16, 17, '23, 27, 30, 
32. It will be observed that Nos. 9, 15, and 32 come 
ver}^ close to being no-trumpers, but they fail in one 
important qualification: there is no protection in two 
suits. The others are all undoubtedly passing hands. 



PASSED MAKES 



When the Dealer passes it, the Dummy's first 
thought should be the state of the score, because that 
will often be the key to the situation. If there is nothing 
desperate about the score, the Dealer may be assumed 
to have passed simply because his hand did not contain 
any of the elements for a red suit or a No-trump dec- 
laration. If the score is desperate and the game or 
rubber is in danger, the Dealer may have passed it on 
the chance that the Dummy could stretch matters a 
little — perhaps enough to say No-trump. If the score 
is much in the Dealer's favour, so that one would nat- 
urally think he could make some declaration good 
enough to win the game, it must be that he does not 
care what the Dummy picks out for the trump, and he 
wants him to selecft his best suit, whatever it is. 
Dummy should be pretty strong to declare No-trumps 
in such a position, as it is just possible that the Dealer 
has nothing. If the Dealer has any strength, it must 
be so scattered that it will help any declaration that 
the Duipmy may make. With the score 24 to o in his 
favour, for instance, the Dealer will sometimes pass with 
what wpuld be a very fair No-trumper if the score 
were love-all. 

The Dummy must remember that in declaring No- 
trump he loses one of the great advantages possessed 

22 



PASSED MAKES 23 

b}' the Dealer in such a make, because the cards on 
which the declaration is made must be laid down, and 
the weak spots in the hand will be at once apparent to 
the adversaries. The Dealer may make it No-trump 
and be absolutely unguarded in one suit, but neither 
of the adversaries will suspedl this if the suit is divided 
between them. The mere announcement of a No- 
trumper by the Dealer seems to demoralize some play- 
ers, but the}'^ are very quick to take advantage of any 
weakness in a passed declaration. 

As a general rule, it is not safe for the dummy to 
declare No-trumps unless he has both the red suits 
stopped ; that is, can positively take tricks in them, 
and so get into the lead at least once. The Dealer 
announces himself as weak in red, if in anything, when 
he passes the make, and Dummy must make allow- 
ances for that weakness when he makes it No-trump. 
It is a common pracftice for the Dumni}' to say No- 
trump w^hen he is weak in the black suits, but well 
protecfted in both the red suits, although not quite 
strong enough to name them for the trump. If the 
Dealer is to be trusted for an^^thing Avhen he passes the 
make, it is for the black suits, and, pOvSsibly, Diamonds. 
For this reason a pavssed No-trumper, declared on both 
red suits but with weakness in the black, will often 
fit the Dealer's hand exacftly and make a very good 
score. 

With three aces. Dummy can safely declare No- 
trump, unless he has a better Heart hand or a larg-e 
honour score in Diamonds. With two aces and pro- 



24 Foster's bridge tactics 

teclion in another suit, it is a No-trumper only if one 
of the aces is red and the prote(?tion at least is in the 
other red suit. Otherwise the make is unsound. The 
ace of Diamonds, a black ace, and protecftion in the 
other black suit is not a No-trumper for the Dummy 
unless the score is desperate. 

Examples of passed No-trumpers will be found in 
Y's cards in the Self-players, Nos. 12, 15, 16, 27. In 
some of these the Dealer is trusted for the black suits, 
in one for the Diamonds, but never for the Hearts. 
Nos. 30 and 32 would be No-trumpers but for the 
honour score in red. 

To declare a red trump, Dummy should have at 
least simple honours, and his hand should be good for 
at least four or five tricks, counting the trumps and 
aces and guarded kings only. In reckoning the trick- 
taking value of trumps, some allowance must be made 
for losing lower ones to the higher ones that may be 
held by the adversaries. Five trumps to two honours 
are not worth more than three tricks on the average, 
and if the honours are not higher than the queen they 
may not be worth so much. The minimum for a 
passed Diamond make should be five trumps with two 
honours at least Q high and two sure tricks in plain 
suits. 

Dummy should never make it a red suit with only 
one honour, unless he is very strong in plain suits, 
because the adversaries will almost certainly score 
above the line against him. Five trumps and a miss- 
ing suit is stronger than six trumps and two short, 



PASSED MAKES . 25 

weak suits. If the Dummy should be tempted to risk 
a red suit, it is better to trust the Dealer for Diamonds 
than for Hearts, because the Dealer frequently passes, 
holding a long but weak Diamond suit. 

Examples of red makes by the Dummy will be 
found in Y's cards in Nos. 9, 11, 17, 30, 32. Only 
one of these is made on the general strength of the 
hand. The others are all on account of the honour 
score. No. 23 is a Club, on account of the weakness 
in both the red suits. 

If it is not considered advisable to risk a No-trumper 
or a red suit, the choice between Clubs and Spades must 
depend on their re-latire value. Clubs are less likely 
to be doubled than Spades. If the two suits are of about 
equal length, the one with high cards and the other 
without, it is usually better to declare the weaker suit, 
and trust to the high cards in the other for taking 
tricks. A Club make on four small ones with the 
A K of Spades would be pushing this principle a little 
too far, but with the A K and two small Spades and 
five Clubs to the ten, the Club would be a better 
make than the Spade. Many players have a singular 
aversion to declaring Clubs, and seem to think if the 
hand is not good enough for a red make or a No- 
trumper there is nothing left but a Spade. 

When the Dummy's side is ahead on the score, he 
should be very conservative on passed makes; but when 
he is behind, he may take some chances, especially if 
he has one long and strong black suit. Seven Spades 
to the A K Q and the ace of Hearts, with nothing in 



26 FOSTER'S BRIDGE TACTICS 

Clubs or Diamonds, would be a very good No-trumper 
for the Dummy if the score was much against him. 
If the Dealer can stop the Diamonds or the Clubs, it is 
a game hand, because the trick the Dealer takes and 
the eight in the Dummy make three by cards. If 
Dummy were ahead in the score, the Spade would be 
the only sound make with such a hand. 

In passed makes, a great deal depends on the per- 
sonal equation of the Dealer. If he is a timid player, 
continually passing with strong hands, the Dummy 
may sometimes take a chance that would be quite 
unwarranted with a bold player. Unfortunately, the 
timid maker is also a timid player, and a dealer that 
will not chance the only make that will suit the score 
will probably be afraid to risk the only play that will 
win the game. It is very bad policy to trust a weak 
player with the management of a doubtful no-trumper. 
On the other hand, one should not presume that 
because the Dealer is a strong player, he can pull the 
game out of the fire with any kind of a make. 



DOUBLING, OR GOING OVER 



The privilege of doubling is not used so much as it 
might be, if we may judge by the number of times the 
Dealer's side fails to make the odd trick. The reason 
for this is that the player must double on his -own 
hand without seeing his partner's, and it is almost 
invariably some unforeseen combination of the two 
hands that defeats the declaration. The best rule for 
doubling is to be on the left of the declaring hand and 
not to trust the partner for more than one trick. 

In reckoning the trick-taking value of a hand which 
looks strong enough to double on, aces and guarded 
kings alone must be counted; queens are worthless, 
except as guards to higher cards. In trumps, allow- 
ance must be made for following suit to those higher 
than the ones held. For instance: J and three small 
are good for one trick onl}^, as A K Q may be led and 
draw all the. small ones. Q J and another are good for 
one trick only. Such combinations as A Q and 
small, K J and another, vary in value according to the 
position of the make. If the strength is on the left, 
they are good for one trick only; if on the right, for 
two tricks almost certainly. 

Some players are always in a great hurry to double 
Spades, as if it were a matter of principle with them 
not to play for only 2 points a trick. It is dangerous 

27 



28 FOSTER'S BRIDGE TACTICS 

to double Spades unless there are four certain tricks in 
the hand, two of which are trumps, and a probable 
fifth trick. To double a red suit there should be at 
least five certain tricks, three of which are trumps, and 
one more probable trick. To double a no-trumper 
there should be six certain tricks, with a possible seven 
or eight, and it is better if these six tricks are all in 
one suit, as there is then more chance that the partner 
can win at least one trick in the other suits. Six 
tricks distributed among three different suits are not 
worth doubling on. One may have to discard half of 
them. 

The chief objection to doubling is that it expOvSes 
the hand to the Dealer, and deprives it of any advan- 
tage that the concealment of its strength might have 
gained. The advantage of doubling is, that there are 
times when, by increasing the value of the tricks, it is 
possible to get enough out of the hand to win the 
game. Suppose the Dealer is 24 up and makes it a 
Diamond. The odd trick puts him out, no matter 
what it is worth. The adversaries are 18 up, or even 
less, with a fair average chance for the odd trick in the 
Leader's hand. If an adversary doubles and loses the 
odd trick, or even two by cards, he has made the Dealer 
a present of 6 or 12 points. But if the adversaries win 
the odd they not only go out on the hand, but they 
start the next game on their own deal, which is no 
slight advantage. 

One of the chief dangers in doubling Spades is that 
if the maker goes back, Spades are worth as much as 



DOUBIvING, OR GOING OVKR 29 

Hearts, and the Dealer may win the game on a hand 
which was not worth more than 8 trick points as it 
stood. Suppose the Dummy makes it a Spade with 
the score 22 to 10 in his favour. If the advensaries 
double, they give him the chance to win the game 
with the odd trick by redoubling, while they could not 
win it, even if they made four by cards but were not 
redoubled. If there is no doubling, the Dealer will 
have to make five by cards to win the game. 

The moment the maker of a No-trump is doubled, 
he should be able to infer what suit it is that wjU be 
run down against him, or at least what suit will be 
led. Whether or not he goes back depends on his 
chances of stopping this suit. Suppose the Dealer 
holds A K Q and two small Clubs, K and a small 
Diamond, ace and a small Heart, and four Spades to 
the Jack. He says No trump, and is doubled by the 
Leader. He should be reasonably certain that the 
Leader holds a long Spade suit, headed by A K Q and 
perhaps the ace of Diamonds. As the Dealer has the 
Spade suit stopped, it would be quite right for him to 
redouble, because if the tricks are worth 48 points 
each, his Spade jack, five clubs, and ace of Hearts win 
the game. The eldest hand, on being redoubled, 
would know in a moment that the Dealer must have 
the Spade suit stopped, and he would be content. 

In many cities in the . United States, if the pone 
doubles a No-trumper the eldest hand will lead his 
best Heart. That is simph^ a convention, and ex- 
pedled in many clubs. In Kurope, the eldest hand 



30 FOSTER'S BRIDGE TACTICS 

will guess the suit to lead, and will usually pick out 
his weakest or shortest, unless he has some winning 
card in his own hand with which he can first get a 
look at the Dummy. 

In the Self- playing Cards, No. 15, some players 
would be rash enough to go over with B's cards; but 
with so many it is highly probable that the partner 
has none to lead, and still more probable that the 
Dealer, who has passed, is prote(5led in that suit if in 
anything. 



LEADING 



There are two things to be kept in view in opening 
a suit: to play the cards so as to get the most tricks 
out of them, and to give information to the partner. 
It does not matter how much information is given to 
the Dealer; he knows what is against him the moment 
he sees Dummy's cards, and it is onl}^ a question of 
whether it is on his right or on his left. The Leader 
and the Pone are in the dark most of the time, and 
are further confused by the Dealer's persistent false- 
carding, so they must depend on each other for infor- 
mation and be as truthful about it as possible. 

In pla3nng against a declared trump, the principal 
thing is to make winning cards before the Dealer 
discards all he has of the suit. The opening lead of 
the hand must be made in the dark, and in order 
to get some light on the situation as soon as possible 
it is alwa^^s advisable to start out with some card 
that will retain the lead until the Dummy's hand is 
exposed. 

Suits headed by A K are the best of all opening 
leads; suits headed by the ace the next best, and the 
ace should always be led if the suit is touched at all. 
It is very unwise to lead a small card from a suit 
headed by the ace when playing against a declared 
trump. Suits of not more than three or four cards 

31 



32 FOSTER'S BRIDGK TACTICS 

headed by A Q or K J should be avoided if possible, 
for reasons which will be explained in the chapter on 
'' Fourchettes and Tenaces." 

Failing these, the best leads are from sequences of 
two or more high cards, such as K Q, or Q J lo. 
From any combination of cards containing two hon- 
ours, except A Q, K J, K lo, or Q lo, one of the 
honours should be led. 

Holding cards of equal value, either of which might 
be led, the obje6l is to give the partner as much in- 
formation as possible. From all suits headed by A K 
or K Q the king should be led; that is, the king should 
always be led when it is accompanied by the card next 
to it in value, above or below. The queen should be 
led from all plain suits headed by Q J. The ten 
should be led only from K J lo, and the jack is never 
led except as a supporting card, or " the top of noth- 
ing," as the highest of a short, weak suit is called, and 
then only to avoid leading from other suits headed by 
AQor K J. 

If the A and K are the only cards in the suit, it is 
usual to lead the ace first, so that the partner maj^ 
know no more remain and the third round can be 
ruffed. There is a good example of this opening in 
the Self-playing Cards, hand No. 24. 

From all suits which do not contain two honours in 
sequence, and those which are not headed bj- the ace, 
it is usual to lead the fourth best, counting from the 
top of the suit. From suits such as K 10 6 5, or Q 10 
852, the five would be the proper opening lead. 



LEADING 33 

Regularity in selecting the small card enables the part- 
ner to count the hand and estimate its possibilities, if 
he is an attentive player. If he is not attentive, it 
matters very little what is led, so that the player does 
not lose his high cards by keeping them too long and 
getting them trumped by the Dealer. 
• Trumps are very seldom led originally unless the 
Leader has doubled or his partner has gone over a 
passed make. To lead trumps up to the maker of the 
trump would be justifiable onl)^ when all the plain 
suits were undesirable ones to open. There is an ex- 
ample of such a lead in the Self -playing Cards — A's 
hand in No. 5. Some players are very prone to lead 
trumps originally when the Pone has doubled a Spade 
make. If there are four trumps in the hand, this is 
probably a good lead, as the Pone may have doubled 
on suit strength. If the leader is strong in plain suits, 
the Pone is probably long in trumps, but it is always 
better to lead an ace and get a look at the Dummy's 
card's first, if possible. With one or two trumps 
onl}'^, and no particular strength in the suits, it is not 
advisable to be in too great a hurry about leading 
trumps simpl}^ because the Pone has doubled a Spade 
make. 

If the Pone doubles a passed red make, the trump 
lead will generall}^ suit his hand, partly because he 
must have strength in trumps and partly because it 
shows him at once how the trumps are distributed. 
In such cases the eldest hand should lead the highest 
of only three or two, or the lowest of four, if he has 



34 FOSTER'S BRIDGE TACTICS 

SO many, which is unlikely. The size of the top trump 
would give the Pone exadl information as to what high 
trumps, if any, were in the Dealer's hand. 

If the Pone doubles the Dealer's declaration, the 
eldest hand should never lead trumps, because that 
would be placing his partner at a great disadvantage. 
In such cases it is better to lead a high card and get a 
look at the Dummy's cards, or to open the best suit in 
the hand and await developments. 

Having led a high card and won the first trick, it is 
always advisable to go on with a card which will ^ive 
the partner the most information. Having led the K 
from K Q J, it should be followed by the J, not the 
Q, because the partner knows that the leader holds 
the Q, but he does not know he holds the J. If the 
ten were in the sequence, it should follow the king. 
Having led the K from A K Q, the Q should be the 
next lead, not the ace. If the K had been led from 
K Q without the J, and the king holds the trick, the 
partner must be assumed to hold the ace, and the second 
lead from the suit should be the original fourth-best, 
which is the third-best of. those remaining in the suit. 
In the Self-playing Cards, No. 2, there is an exception 
to this lead, on account of the jack being unguarded 
in the Dummy. The Leader suspedls the Dealer of 
holding up the ace, so as to make both ace and jack if 
the Leader continues with a small card. If the Pone 
has the ace, no harm is done by going on with the 
queen, as the leader holds 10 and 9, and the Pone will 
unblock the suit by giving up the ace. By thinking a 



LEADING 35 

little and not blindly following tlie rules, the Leader 
saves three tricks in this hand. 

Having led the K from A K without the Q, the ace 
should follow the king against a declared trump. Some 
players, holding A K J, lead the king and then change 
the suit if the Q is not in the dumni}-, hoping that the 
Pone wall be able to get into the lead and come through 
the Dealer, allowing the jack to win the second round 
of the suit, still holding the command with the ace if 
the queen does not come out. There is an example of 
this opening in the Self-playing Cards, No. 30. There 
is another example of the same coup played b}'^ the 
Pone in No. 10 — the queen that he wants led through 
being exposed in the dumm3^ In No. 22 this coup is 
unnecessary, as the Leader can read the queen in his 
partner's hand, and does not need to try to catch it. 

When it is necessar}' to open a suit which is not 
headed by an honour and in which there is no possi- 
bility of taking a trick, many players lead the top of 
it, so that the partner may understand that there is 
nothing in the suit. Suppose the Leader holds four 
small trumps, a suit of three. to the A Q, a guarded K, 
and four cards of another suit, 10 high. The four- 
card suit is the best opening, but as the top of it would 
look like a lead from K J 10 and the fourth-best would 
look like a suit containing an honour, they lead the 
second-best; from such a combination as 10 8 7 2, 
for instance, the 8 would be led. These interior leads 
are frequently valuable as cards of warning to the 
partner, because they advise him not to return the 



36 i^os'ter's bridge tactic^ 

suit, but to come through the Dealer with one of the 
other suits, in which it is ver}'^ Hkely that the eldest 
hand holds some advantage. 

This distindlion in the manner of leading from suits 
which contain an honour and those that do not will 
frequently enable the Pone to prote(5l the suit. For 
instance: The Leader holds Q 8 7 3 2 and leads the 3, 
having an honour in the suit. Dummy lays down 
K 9 5 and the Pone holds A J 10. To play the 10 
should be a certainty, as the eldest hand must have an 
honour, or he would not lead such a small card as the 
3, but .some higher interior card. 

If the choice of a suit to open does not depend on 
the cards in it, it is usually best to lead a red suit, and 
preferably Hearts, up to a dealer who has passed the 
make, because he is presumably weak in red. 

With weak trumps, many players will lead a short 
suit in the hope of getting a ruff. Singletons and two- 
card suits are the onh^ ones suitable for this purpose, 
and they should never be higher than a jack. If there 
are tw^o cards, the higher must be led first, so that the 
partner may know" when the lower falls that the suit 
is exhausted. Weak three-card suits should be plajxd 
in the same way, if it is ever necessary to lead them — 
the top first and then on down, w^hether the second 
card is led, played, or discarded. 

Some players make it a rule never to lead a small 
card of a black suit up to a dealer who has passed the 
make, unless the small black card is a singleton. This 
opening is based on a theory that as it is bad play to 



LEADING 37 

lead up to a player who is strong in black if in any- 
thing, such a lead should have some compensating 
advantage. There is a ver}^ similar theor}^ carried out 
in leading up to the Dumni}', which wall be discu.ssed 
in the chapter on " Playing Against the Dummy." 

In the Self -playing Cards, No. 9, there is an 
example of making an exception to the common 
rule of leading the weaker of two suits of equal 
length, alread}' mentioned. The opening from the 
weaker suit would be a small black card, which 
would look like a singleton, led up to the passing 
hand to invite a force. In No. 12, A will not lead a 
black suit up to the passing hand. Compare these 
with No. 16, in w^hich there is no hesitation about 
leading the weakest of three suits up to the passing 
hand, because it is a red suit. Some players would 
open the singleton in No. 17 with such weak trumps. 
It would turn out verj- well if the Pone led his short 
suit in return. 

Many excellent examples of opening leads in playing 
against trump declarations will be found in the Self- 
pi a3^ers. 

Leading aces to get a look at the dumm^^ A's hands 
in Nos, 9 and 24. Leading ace from strength. No. 7. 

Leading king from strength, Nos. 11, 21, 22, 25, 
30, 31. In four of these it gets a look at the dummy 
without losing the lead. 

Leading a Q, No. 23. 

Leading the fourth-best from suits that do not con- 
tain two honours in sequence, Nos. 7, 17, 32. 



38 FOSTER'S BRIDGE TACTICS 

Leading trumps right up to the declaring hand, No. 
5, which should be compared with No. lo. 



In playing against No-trumpers, the opening lead is 
governed by entirely different considerations. Against 
a declared strong trump hand there is little or no 
chance to make the small cards of a long suit. Against 
a No-trumper, on the contrary, these small cards are the 
only hope, for the maker has most of the high cards. 

Against a No-trumper there is no hurry about get- 
ting home the aces ; they may be much more useful 
later on for killing the Dealer's kings. It is very 
seldom right to lead high cards unless there are three 
honours in the suit, and short suits are never led except 
to avoid worse leads from other suits. # 

In America, when the Pone goes over a No-trumper, 
the eldest hand usually leads the best Heart; in Eng- 
land, or on the Continent, he leads his weakest or 
shortest suit. 

In pla3ang against a declared trump, the best suits to 
open are those that contain high cards; but against a 
No-trumper, long suits are much better. If the high 
cards in the shorter suits are held, they may enable 
the holder of the long suit to get into the lead later on, 
and make some tricks with the small cards after the 
higher ones have been forced out. 

In a No-trumper it is never .necessary to lead high 
cards to get a look at the Dummy. The longest suit 
should always be selected for the opening, unless that 



I^EADING 39 

suit is weak and the shorter suit contains three 
honours. If there is any choice of suits of equal 
length, the original lead should be from the weaker 
one, keeping the stronger as more likel}- to regain the 
lead later on. With ace and four small in one suit, 
queen and four small in another, the fourth-best of the 
queen suit is the proper opening. If there is not much 
difference in the high cards, a long red suit should be 
led in preference to a long black one, as the Dealer is 
not likely to hold man}^ honours in the red suits, espe- 
cially Hearts. 

The best opening leads at No trump are sequences 
of three honours, such as A KQ, KQJ, QJ lo, or 
three honours not all in sequence, such as A K J, 
K Q lo. These should be led from in the same way as 
when playing against a declared trump, for every suit 
headed by three honours should be opened w^ith an 
honour, trumps or No trumps. The exception in the 
way of leading at trumps and No trumps is in the suits 
headed b}^ A Q J. With a trump to play against, the 
ace is always led first, followed bj' the queen if the 
king does not fall; by the jack, if it does. Holding 
A Q J at the head of a long suit at No trump, there 
being no card in another suit which is sure to win a 
trick, the best opening is the queen, so as to get the 
king out of the way at once. If the queen holds the 
trick, the partner must have king, and if the ace fol- 
lows the queen, he will give up his king so as to get 
out of the way of the jack. This leading queen first 
to get the king out gives a better chance that the 



40 FOSTER S BRIDGE TACTICS 

partner will have a card of the suit left to return. If 
ace is led first and then queen, the partner must hold 
three of the suit originally to have one left to return. 
When there is a winning card in another suit, the ace 
may be led first. If there are seven cards ilji the suit, 
it should be led first in any case, as it may catch the 
king. With less than seven the ace is never led 
against a No-trumper, unless the Q and J are with it. 

Suits headed by three honours, such as*^K J lo, 
Q J lo, and also suits headed by Q J 9, are led 'from in 
the same manner as against a trump declaration: the 
ten from the first, the queen from the others. 

When playing against a No-trumper, all suits headed 
by two honours only, such as A K, KQ, Q J, J 10, 
are opened with the fourth-best — ^never with a high 
card, unless there are seven cards in the suit. An 
exception may be made in favour of A K suits, when 
there is a certain winning card in another suit. The 
reason for opening the suits in this manner is that the 
partner may have a chance to win the first round, and 
also that he may have a card left to return. If suits 
headed by A K are led out, high cards first, the partner 
is exhausted, and the holder of the suit must get in 
himself if he fails to clear the suit in these two leads. 
By leading the fourth-best for the first round, the high 
cards are left in the hand that is long in the suit, and 
if either the holder of it or his partner can get in on 
any other suit, it is very likely that the whole suit will 
be made. This is an important principle in opening 
leads against No-trumpers, and marks the great differ- 



LEADING 41 

ence between playing against them and against a 
declared trump. With a trump to interfere with long 
suits, the high cards must be made at once or not at 
all. In No-trumpers the pla^'-er who can hold on to 
the command of the suit the longest will be the winner 
in the end. 

Single-honour suits come under the same rule. Al- 
ways open them with the fourth-best, counting from 
the top. The ace should never be led from a suit of less 
than seven, and many good pla^^ers will not lead it 
even then unless they have the Q or the J in the suit, or a 
certain winning card in another suit. The fourth-best 
gives the partner a great deal of useful information as 
to the possibilities of the suit, as will be seen in the 
chapters on " The Eleven Rule " and " Unblocking." 

For examples of opening leads against No-trumpers, 
see A's hands in the Self -playing Cards: 

Leads from suits headed by three honours in Nos. 2, 
3> 6, 8, 15. 

Queen leads, Nos. 15, 28. 

Fourth-best leads instead of high cards in Nos. i, 4, 
12, 13, 14, 16, 18, 19, 20, 26, 27, 29. In a number of 
these, notably 12, 16, 26, 29, if the pla}^ were against 
a trump declaration, the proper opening wovild be the 
highest card of the suit, not the fourth-best. 



On the second round of the suit, whether playing 
against a trump or not, one of two equals should always 
be led when there is onl}- one higher card out against 



42 FOSTER S ERIDGK TACTICS 

them. This is a very important rule.' Many begin- 
ners, having led the king from K Q J, and winning the 
trick, jump to the conclusion that the partner must 
have the ace, and go on with a small card, instead of 
one of the two equals, Q and J. Following the first 
lead with one of the .second- and third-best of the suit 
is almost sure to force the higher card and leave the 
original Leader wnth the command of the suit. The 
lead of the ace and then the Q from A Q J is a case in 
point. 

Having led the lo from K J lo, if the ace falls on 
the first round, the K is the best of the suit, and 
should be led ; but if only the queen has fallen, the K 
and J are equals, so far as forcing the ace is concerned, 
and one of them should be led. Any smaller card might 
be won b}^ the 9, leaving the ace still against the suit. 

Having led the Q from Q J 10, and forced out either 
ace or K, either the J or the 10 will force the other 
higher card and clear the suit. 

Beginners often experience difficulty in remembering 
that certain cards have become equals after one or two 
rounds of a suit have been played and Several high 
cards have fallen. Holding Q 7 4 of such a suit, for 
instance, the Q and 7 may have become equals, with 
the K still against. An inattentive player might fail to 
observe this and lead the 4, allowing the 5 or 6 to win 
and leaving the king still out against the suit. 

Examples of leading equals on the second round 
will be found in the Self-players, A's hand in Nos. 
3, 7, S. 



LEADING 43 

Having opeued with the fourth-best, if a small card 
must be led for the second round, there being no second- 
and third-best equals in the suit, or if a small card 
must be played in following suit, or discarded on an- 
other suit, the card selec^ted should in every instance 
be the fourth-best of those remaining; that is, the one 
lower than the one first led, if the suit contained more 
than four cards. By leading a vSmall card and follow- 
ing it with one still smaller, the partner is enabled to 
count the holder for at least five originally. If it is 
possible that there is still a smaller in the hand, he 
may be able to count six or even seven in the hand 
originall}-. 

If the Dealer does not follow suit, it is useless to give 
au}^ such information, because either adversary can see 
what remains of the suit in the dummy, and knows 
that whatever cards he does not hold himself must be 
in his partner's hand. These refinements of showing 
the exact number held are almost useless when playing 
against a trump, the attention then being concentrated 
entirely on making the high cards; but against a No- 
trumper they may be of vital importance, and will 
often enable a watchful partner not only to count the 
suit itself, but to deduce from that what ma}^ or may 
not be held in other suits. 

After the first or opening lead, the exposure of the 
Dummy's cards may modify the rules for leading the 
second round of the suit, or may even suggest that the 
suit be abandoned altogether. 

The Dealer follows no rules in his leads, because he 



44 FOSTER'S BRIDGE TACTICS 

has no partner to whom to give information. He sees 
both hands, and he knows in what suits his Dummy 
partner can help him, and he can get out of his own 
way at will. How he should lead from certain com- 
binations of cards so as to obtain the best results with- 
out telling the adversaries too much about it, will be 
dealt with in the chapter on ' ' Combining the Hands. ' ' 

Many examples of the proper card to lead on the 
second round of a suit, having won the first, w^ill be 
found in the Self-players. 

Following a high card with a high card, A's hands 
in Nos. 2, 3, 7, 8, 21, 24. 

Following a high card with a low card of the same 
suit, A's hands in Nos. 6, 9, 22. 

Shifting to another suit on the second trick, after 
seeing the Dummy's cards, Nos. 30, 31. 

Following a small card with a still smaller card of 
the same suit, the Dealer following suit, A's hands in 
Nos. 13, 17, 19, 20, 29. Examples of hands in which 
this nicety is unnecessary, because the Dealer does not 
follow suit, A's hands in Nos. i, 4, 7, 10, 11, 18, 
28, 32. 

Following the lead of the top of a short suit with the 
next higher card of the same suit, A's hand in No. 30. 



THE ELEVEN RULE 



The information that the Leader endeavours to 
convey to his partner by adopting certain conven- 
tional openings should be easily intelligible to any 
good player occupying the position of the Pone. If 
one knows that the king is never led unless accom- 
panied b}'^ the card next to it in value, above or below, 
it should not be difficult for one to understand that 
one's partner holds either ace or queen of the suit 
when he leads the king. If the declaration is No- 
trump, and the Pone sees his partner begin with a 
queen of a suit in which the Pone holds ace and two 
small, the natural inference is that the Leader holds 
QJ lo or Q J 9, because these are the combinations 
from which a queen w^ould be led. This principle may 
be carried out with regard to inferences on the lead of 
any high card. When a low card is led, the Pone gets 
his information in a different way. 

Any card below the ten may be either led from a 
weak suit or may be the fourth-best of a long suit. 
It is alwa^'s safer to assume that small cards are 
fourth-bests, unless there is evidence to the contrary 
in the dummy or in the Pone's own cards. 

By deducfting from eleven the number of spots on 
the card led, the Pone can tell immediately how many 
cards of that suit, higher than the one led, are out 

45 



46 FOSTER'S BRIDGE TACTICS 

against the Leader. If the Pone holds any of these 
higher cards, or sees them in fhe dummy, he knows 
the Dealer must have the others. 

A few examples will make this clear. The 7 is led, 
Dummy lays down Q 10 5, and the Pone holds A 8 6. 
Dedu(5ling the 7, led, from 11, leaves 4, the number of 
cards higher than the 7 which are out against the 
Leader. These four cards are all in sight, A Q 10 8, 
so that the Dealer has no higher card and the Leader 
must have held K J 9 7 originally. Again: The open- 
ing against a declared trump is the 6 of a plain suit. 
The Dummy lays down Q 8 3 and plays the smallest 
card second hand. The Pone holds K 9 2. The 
eleven rule shows there are five cards out against the 
Leader, higher than the 6 led. Only four of these 
are in sight — K Q 9 8. The other card must be in the 
Dealer's hand, and it must be the ace, because when 
playing against a declared trump the Leader would 
not open with a small card of a suit in which he held 
the ace. The cards held by the Leader must have 
been J 10 7 6, and it is not necessary for the Pone to 
play his king, as the 6 led will force out the Dealer's 
ace, and the king will still be held over the queen in 
the dummy. 

This eleven rule is useful in many ways. It enables 
the third hand to judge how far his partner's vSuit is 
from being established and whether or not it is worth 
pursuing. If it is evident that it will take two or 
more leads to clear the suit, and the Pone has a suit 
which can be cleared in one, it might be better policjr 



THE KIvKVKN RUT.E 47 

to start that if the Pone is in the lead. Examples of 
this application of the eleven rule will be found in the 
Self-playing Cards, B's hand in Nos. 4, 27. 

In other cases, the information gained from the 
application of the eleven rule may encourage the third 
hand to persevere with his partner's suit, knowing 
that it will be an easy matter to clear it. Examples 
of this will be found in the Self-players, B's hands in 
Nos. 18, 20. 

.By careful attention to this rule a player will often 
be warned of danger. In the Self -players there is a 
hand, B's in No. 26, in which the Pone knows, by de- 
dudling his partner's lead from eleven, that the Dealer 
must be able to win the first trick, and should have 
won it in the dummy. This double refusal betrays 
an anxiety to let the suit run on. Taking advantage 
of the information obtained from the eleven rule, the 
Pone quickly avoids the trap set for him, and so saves 
three by cards and the game. But for the application 
of the eleven rule it would have been impossible to 
read the situation. 

A careful analysis of the distribution of the high 
cards, with the eleven rule to guide him, will vSome- 
times enable the third hand to keep control of a suit 
until the proper time arrives to bring it in. There is 
a striking example of this in the Self-players, B's hand 
in No. 29. It is a No-trumper, and the opening lead 
is a 6. Dummy holds Q 7 5, and the Pone holds 
K 10 2. The eleven rule tells him the Dealer holds 
one card higher than the 6 led, which Dummy has 



48 FOSTER'S BRIDGE TACTICS 

covered with the 7, second hand. If the Dealer's 
higher card is the ace, the 10 forces it; if it is the J, 
that card or the guarded Q in the dummy must stop 
the suit. If it is not an honour, the lycader holding 
both A and J, the Pone's 10 will win the first trick, 
and the partners make every trick in the suit. If the 
Pone plays the king and it wins, he must return the 
10 and the Q must stop the suit. The Dummy will 
then be in the lead to come through and give the 
declaring hand all the finesses he wants. If the 
Dealer's card is the J, it is better to let it make at 
once, as the Pone's K and the Leader's ace will clear 
up the whole suit if either of them get in again, and 
the3^ are much more likely to do so if they compel the 
Dealer to lead away from his strength instead of allow- 
ing the Dummy to lead up to it. The use of the eleven 
rule in this case saves three by cards and the game. 

For examples of estimating the strength of the part- 
ner's suit by the eleven rule, see Self -playing Cards, 
B's hands in Nos. i, 4, 10, 12, 13, 14, 16, 18, 20, 26, 
27, 29. 

The eleven rule is often useful in enabling the Pone 
to distinguish the top of a weak suit from a legitimate 
fourth-best, because when a weak suit is opened he 
can almost always see more cards out against the 
Leader than would be possible under the eleven rule. 
The 8 led, for instance; Q 9 in the dummy; J 10 in 
the Pone's hand. Four cards higher than the 8 in 
sight, so the 8 cannot be a fourth-best. Again: 7 led; 
10 8 in the dummy; K 9 in the Pone's hand. Only 



The elevp:n ruTvE 49 

four cards higher than the 7 are in sight, but still the 
7 must be the top of nothing, because the higher cards 
in the I^eader's hand would have to be the A Q J, 
from which he would lead the ace, not the 7. There- 
fore, those three high cards are with the Dealer. 

The information convej^ed b}- the eleven rule is, of 
course, available to the Dealer, but not to the same 
extent, because he cannot tell how the higher cards 
are divided between the adversaries. Nevertheless, 
the fourth-best should not be led when the Dealer 
understands the uses of the eleven rule and the Pone 
does not. 

The eleven rule is useful to the Dealer chiefl}^ in 
telling him when to protecft himself. There is a good 
example of this in the Self-pla3'ers, No. 10. The open- 
ing lead is a 7, Dummy holds Q 10 5, and the Dealer 
has nothing as high as the 7. Although the Dealer 
does not know in which hand the various high cards 
are, he does know that the Pone will be able to tell, 
by the eleven rule, that the Dealer cannot beat the 7. 
If the Dumni}^ does not cover, the Pone will pass the 
7, and the A K of the suit kill the Q and make 
every trick. To protedf himself, the Dealer puts 
Dummy's 10 on the 7, so as to force the Pone to win 
the trick, and either lead up to the guarded Q, making 
it good for a trick, or change the suit. In No. 14, the 
Dealer has onl}^ 9 high in the suit originally opened 
with a 7 against a No-trumper. Dummy lays down 
A K 10 and small. In this case the eleven rule tells the 
Dealer that it is not necessary to cover the 7 with any 



50 Foster's bridge tactics 

of Dummy's cardg, as his own 9 will beat anything 
held by the Pone. 

The eleven rule is of no use to the adversaries in 
estimating what the Dealer holds in the suits he opens, 
because he never leads fourth-best cards and gives no 
information that he can possibly withhold. 



UNBLOCKING 



Unblocking is getting out of the way of an estab- 
lished suit. With a declared trump, the Dealer is the 
only player that is likely to have any long suits to un- 
block, but in a No-trumper each player must be on the 
watch to get out of his partner's wa3^ A thorough 
understanding of the various leads is of the first im- 
portance. This, with confidence in the partner, will 
usually enable a player to avoid blocking his partner's 
game. 

If the first lead against a No-trumper is the Q, and 
the Pone holds K and two small, small cards onl}^ in 
the dummy, of course the Pone passes the Q. Sup- 
pose the Q wins and the leader continues with the ace. 
If the pone is familiar with the principles of leading, 
which have been explained in a previous chapter, he 
must realize that he should give up his K immediately 
in order to get out of his partner's wa3^ 

Holding the K and one small only, the original 
opening against a No-trumper being the ace, the K 
should be given up at once unless the Q is guarded in 
the dummy, because the ace is never led from a suit of 
less than seven cards, and the only chance to get out 
of the way is to play the K on the first trick. This 
requires confidence in the partner, but without that 
confidence Bridge is simply a guess game. 

51 



52 Foster's bridge tactics 

If the opening against a No-tritmper is the O, and the 
Pone holds K and one small, he shonld put the K on 
the Q, unless the lo is still twice guarded in the 
dumni}'. The Leader must hold Q J lo or Q J 9, and 
if the ace is forced out on the first round, the suit is 
probably cleared in the Leader's hand. If the Dealer 
or the Dunnu}' will not give up the ace, nothing is lost 
by putting the K on the Q, because the original leader 
can go on with the suit at least three times, the Pone's 
K being out of his way. 

If the Q is led, and the Pone holds the ace and two 
small cards, the K not being in the dumm}^, it is better 
to pass the first trick, so as to allow the K to make 
and clear the suit. The onlj^ objedlion to this is that 
the original Leader is sometimes afraid to go on, 
thinking the ace is with the Dealer. With ace and 
three small, it being quite possible that the Leader has 
five of the suit, it is better to pla}^ the ace at once, on 
the chance of catching the K alone in the Dealer's 
hand. The ace should also be played if there are sev- 
eral small cards in the dumni}^, as that increases the 
chance of the K being unguarded. If the K is in the 
dummy, the Pone must hold the ace as long as he can, 
so as to catch it. Some players make it a rule to put 
the ace on the queen the first round, regardless of the 
number of small cards, if they have a certain winning 
card in another suit w4th which to regain the lead 
later on — not otherwise. 

All these unblocking plays are evidently more mat- 
ters of judgment than of rule, and attention is called 



UNBLOCKING 53 

to them here only that the player may be on the watch 
for such opportunities. A thorough knowledge of the 
usual method of play is of the greatest help in enabling 
a person to detect au}^ departure from it, and so dis- 
cover the probable reason for such an unusual pro- 
ceeding. Unblocking is often the key to the situation 
in such cases. 

In the middle and end game there are many oppor- 
tunities for unblocking or getting out of the partner's 
way in order to allow him to hold the lead, or in order 
to keep small cards to lead to him later on. It re- 
quires not only a watchful but a thoughtful player to 
see and seize such opportunities. There is an excel- 
lent example of this in the Self -players. No. 3. A has 
established a long suit against a No-trumper, but B has 
none of it to lead to him. Toward the end of the hand 
the Dealer is forced to lead the ace of a suit in which 
B holds K Q 10 onl3\ It is just possible that A has 
the J of this suit; if not, he will never get in to 
make his established suit. On this chance, B puts his 
Q on the Dealer's ace, keeping his K 10. If the 
Dealer has the J, nothing is lost, because the K and 10 
are just as good for the next two tricks, if led up to, 
as the K and Q. But if A does hold the J and pla5^s 
it on the second round, B will not have to take the 
trick away from him with his K, but can leave him in 
the lead by underplaying the J with the 10. The coup 
succeeds, and saves two by cards and the game, which 
would otherwise certainly have been lost. 

There are a great many examples of unblocking in 



54 FOSTER'S BRIDGE TACTICS 

the Self-players. In No. 12, A puts the K on his part- 
ner's Q to get out of his way. In 25, A gives up the K 
of his partner's suit on a small card led, although he 
sees the small card will force the ace from the Dummy. 
It is his only chance to unblock, and he takes it. In 
27, A unblocks on the first round because he knows 
by the eleven rule that he holds all the higher cards of 
his partner's suit, and will block it if he does not give 
them up at once, keeping his only small one. In 23, 
A gets out of the wa}^ because he sees his partner is 
longer in the suit. In 21, A gets out of his partner's 
way so that B can win the last trick in the suit and 
afterward come through the Dealer's strong suit, of 
which A holds the control. In 16, A carefully keeps 
the smallest card of his partner's long suit on the 
chance that B has the 8 of it and can bring it in. If 
B does not hold the 8, the play makes no difference, 
but it might make a difference of two tricks if A 
blocked the suit. 



If a small card is led originally, the Pone holding 
high cards of the suit, he must invariably play the best 
card he holds, unless he has two equals, in which case 
he must play the lower of these equals. With A Q, 
for instance, the K not being in the dummy, the ace 
must always be played third hand and the Q returned. 
With K J, the Q not being in the dummy, the K 
must be played third hand. The Leader, seeing his 
partner's K fall to the ace, should be certain that the 
partner does not hold the Q; but if the partner pla^^s 



UNBLOCKING 55 

the J, and the ace wins it, the Q being in the dunini}', 
it is more than probable that the partner holds the K. 
This position conies up in the Self-players, A's hand 
in N'o. 19. 

With two equals, such as A K, K Q, or Q J, the 
lower of the two cards must be pla3'ed. To play the 
K third hand w^hen holding the Q simply deceives the 
partner. Some exceptional cases will be found in the 
chapter on ' ' Finessing, ' ' depending on the cards ex- 
posed in the dummy. 

When the third hand has no high cards to give up, 
or makes no attempt to win the trick, he should en- 
deavour to show his partner what he holds in the suit 
by echoing, as it is called. This is playing a higher 
card before a lower when there is no apparent reason 
for doing so, and it is a sort of echo to the eleven 
rule. The Leader shows his partner what is against 
him by leading the fourth-best when he is obliged to 
open with a small card. When he opens with a high 
card, the third hand shows the Leader what is against 
him by echoing. 

The signal for trumps is never used in Bridge, there- 
fore the artifice of playing a higher card before a lower 
must always be an echo; but its meaning is quite dif- 
ferent w^hen playing against a trump declaration and 
when used against No-trumpers. 

Playing against a trump, if the third hand makes no 
attempt to win the trick, he follows suit with the 
smallest card he holds, unless he has two onh^ neither 



56 Foster's bridge tactics 

of them an honour. Holding two only, he should play 
the higher on the first round, so that when the lower 
one falls from his hand his partner m_ay know that he 
is out of the suit and can ruff it. This is called the 
down-and-out echo, and is a sort of invitation to be 
forced. It should never be used if one of the cards is 
higher than a 9, even if they are equals. If the third 
hand should echo by pla3nng the J from J and small, 
the Leader would read him for the Q, and would not 
follow the K with the ace, but would continue with 
a small card, losing a trick. When the partner holds 
two honours in sequence, such as Q J, no harm is 
done by playing the lower first, as the Leader knows 
there is either a higher card in the hand or no more. 
There is a case of this kind in the Self -players, B's 
hand in No. 17. He knows his partner has the best 
of the suit or no more, because with an honour and 
one smaller card he would not play the honour first. 

Some players use the echo when they have three 
cards of the suit, one of which will win the third round 
— with Q and two small, for instance, partner leading 
the K, showing he has the ace also. Playing the 
higher and then the lower of the small cards on the 
leads of K and ace would show that the player echo- 
ing could win the third round, either with the best of 
the suit or with a trump. This is an unnecessary com- 
plication, and it is better to confine the down-and-out 
echo to two cards only, inviting a force. 

There is an interesting illustration of this position in 
the Self -playing Cards, No. 22. The Pone holds O 9 2, 



UNBI.OCKING 57 

and his partner starts the hand with the K, showing 
the ace also. The Pone plays his smallest card. Now 
it happens that the Leader holds six cards in this suit, 
and there are three in the dumm3\ The moment the 
Pone drops the deuce on the K, not echoing, it is evi- 
dent to the Leader, if attentive, that the Pone holds 
three of the suit, including the Q, or no more, because 
with only two small cards he would echo, playing 
against a declared trump. If the Pone has no more, 
the Dealer must have had two guards to the Q, so the 
Leader does not continue with the ace, but plays his 
fourth-best, hoping that if his partner is short, the 
Dealer's Q will be killed, but preferring that if his 
partner has the Q the Dealer, who is the strong trump 
hand, will be forced to ruff. But for A's attention to 
this little detail in understanding his partner's play, 
he would lose four by cards and the game, instead of 
which the Dealer makes nothing but the odd trick, and 
that onh' by the most skilful play. 

For examples of the down-and-out echo, inviting a 
force, see B's hands in the Self-players, Nos. 9, 30. 
Having three or four of the suit, B does not echo in 
Nos. 7, II, 21, 22, 24, 31. 

iVll such refinements as echoes are dispensed with 
after the first few tricks, or have a changed meaning. 
In No. 24, for instance, B does not echo at the sixth 
trick, although he holds only two small cards in the 
suit. 

Playing against No-trumpers, the echo is used to 
show number. If the third hand holds the highest 



58 FOSTER'S BRIDGE TACTICS 

cards in the suit, and they are equals, such as A K, 
he can win the trick with the ace and immediatel}^ re- 
turn the K if he has four or more cards of that suit, 
but not with less than four. This is called the high- 
card echo with four, but it is very seldom used, be- 
cause if the original leader has five or more and his 
partner has four, it is not always wise to give the 
Dealer too much information, and the position of the 
suit will usually be evident from the play. This four- 
card echo should never be made with such cards as 
K O or Q J, because the leader, seeing his partner 
apparently obliged to put up the K, won by the ace, 
will not credit him with the Q until it is too late. 

Against No-trumpers, the most useful form of the 
echo is in playing small cards, when no attempt is 
made to win the trick. The rule for this echo is very 
simple. Always play the second-best of the suit, count- 
ing from the top. On a Q led, holding 10732 of the 
suit, the second best, and the proper card to play, 
would be the 7. With three only, such as 9 6 3, on 
any higher card led, or a higher card put in second 
hand by the Dummy, the 6 would be the proper play 
on the first round. This enables the Leader to miss 
the smaller cards on the first round, and get a line on 
the probabilities of his partner's cards. 

On the second round of the suit there is a difference 
in the play, depending on whether the plaj^er who has 
begun an echo follows suit on the second round, or 
leads it himself, or discards that suit. What he should 
do in leading will be found in the chapter on ' ' Return 



UNBI^OCKING - 59 

Leads." In following suit on the second round, or in 
discarding, the next lower card should be played. If 
this second card is the lowest he can possibly hold, the 
original Leader knows that he holds only one more 
of the suit, and that it is higher than the one played on 
the first round. It is very evident that if the second, 
card played is higher than the first, the third hand can 
have no more, because his second-best was the smaller 
of two only. 

If the Pone has made any attempt to win the first 
round of the suit, holding Q 6 2, for instance, and a 
small card led, he must follow suit to the second 
round with the 6, not the 2, so that the original 
Leader may miss the smaller card and count the hand. 

The Dealer, being familiar with this S3^stem of echo- 
ing, will naturally do his best to confuse his adversa- 
ries by holding up the smallest cards of the suit on the 
first round, but his ruse is exposed oh the second 
trick when the lower" card falls and completes the echo. 

For examples of this stratagem, see Z's hands in the 
Self-playing Cards, No. 2, 9. 

Examples of echoes against No-trumpers will be 
found in B's hands, Nos. i, 6, 12, 13, 19, 28. Ex- 
amples of not echoing, having two only, B's hands in 
Nos. 3, 8. 



The Dealer does not need any echoes to tell him how 
many cards the Dummy holds in a suit, but he has to 
be even more careful than his adversaries in the matter 
of unblocking. It requires the exercise of great fore- 



6o FOSTER'S BRIDGE TACTICS 

sight and good judgment to make an unblocking play 
on the first trick that will not be taken advantage of 
until the tenth. 

Unblocking, as pradlised by the Dealer, may have 
several objedls, the principal being to get out of the 
way of the hand that is longer in the suit, so as to 
leave that hand with an unobstrucfted run of winning 
cards. Another objedl is to make secondary cards 
good for tricks by giving up higher cards, so that the 
secondary cards may be used later on for getting into 
the lead. It is impossible to formulate rules for such 
situations, as the conditions are continually changing. 
The Self-playing Cards are full of examples of the un- 
blocking tadlics pra6lised by the Dealer. Z's hands 
in Nos. 15, 17, 18, 19, 21, 23, 24, 25, 26, 28, 29, 32, 
show the most common methods of getting out of the 
way of the longer part of the suit. In No. 17 the 
necessity for unblocking is foreseen seven tricks ahead. 
In No. 25, ten tricks ahead. No. 19 is a good example 
of unblocking in order to make lesser cards good for 
re-entries in the other hand. In No. 27 the long suit 
is purpOvSely blocked, in order to preserve one of the 
cards in the .shorter hand for purposes of re-entry, 
which may result in a gain of several tricks in another 
suit. 

No. 25 is a remarkable instance of foresight in un- 
blocking. It is evident to the Dealer on the first trick 
that Dummy's long suit will be lost, because an ace, 
the only card with which Dummy ccin bring it in, after 
the trumps are out, will be immediately taken out of 



UNBLOCKING 6 1 

his hand by the adversaries. Dummy's only other 
hope lies in the lo and 9 of the suit just led, which A 
has opened with the K, trumped by his partner, the 
Dealer holding A J and two small. Foreseeing the 
possibilities of the 10 and 9 as re-entries, the Dealer 
gives up the J on the first trick, keeping the two small 
with the ace. This enables him, after the trumps are 
gone, to lead one of the small cards and force the Q to 
be pla^'ed second hand. If A will not play the Q, 
Dummy's 10 or 9 gets him into the lead. If A puts 
up the Q, Dummy's 9 falls, but the Dealer still has 
another small one to lead to Dummy's lo. 



RETURN LEADS 



Upon winning the first round of a suit opened by 
the partner, or upon getting into the lead later on, 
and having cards of the partner's suit still in hand, 
the player can do either of two things : return his 
partner's suit, or play something which he thinks 
promises better results, judging from what he has seen 
of the play so far and the Dummy's cards. 

In returning the partner's suit, the rule is to lead 
the winning card of the suit, if the player holds it, or 
one of the second and third-best, holding both those 
cards. In all other cases, holding only two cards of 
the suit, the higher should be returned, no matter 
what the cards are. Holding three cards of the suit, 
the lowest should be returned, unless one of the cards 
is higher than any in the dummy, in which case that 
card should be led, .so that if the Dealer does not cover 
it, the partner can pass it, and let the same player lead 
again. 

If the original Leader abandons his suit and starts 
another one, his partner Avill have to judge from the 
situation which of the two suits to continue. If the 
third hand refuses to return his partner's suit, opening 
another suit instead, especially against a No-trumper, 
it will usually be found best to accept the hint and 
play for the second suit, unless the reason is evidently 

62 



RETURN LEADS 63 

that the partuer has no more of the first suit opened. 
The opener of the new suit probably knows its possi- 
bilities, and it must never be forgotten that while the 
original lead is made in the dark, the return leads are 
.alwa3's made with a full knowledge of the Dummy's 
cards and at least a part of the play. The fadl that 
the partner does not return a suit when it is very clear 
that he should do so before everything else, may be 
accepted as ver}- good evidence that he has no more 
of it. 

For examples of third hand returning the higher of 
two only, see the Self- playing Cards, Nos. 13, 18. Re- 
turning the highest of three, instead of the lowest, 
because it is an important honour that the Leader can- 
not locate, vSee No. 28. 

It is useless to follow these rules when the card to 
be led would accomplish no useful purpose or might 
be better kept in the hand. In No. 26 of the Self- 
players, for example, A does not return the higher of 
two, because he foresees that if all the higher cards 
fall on the next trick, as they probabl}^ will, the higher 
card, which he would otherwise return, will then 
become a ver}- valuable re-entr}^ if it is kept. The 
Dealer also sees the possibilities of this card, and is 
obliged to refuse to win the next trick in consequence. 



SHIFTING. OR RUNNING 



It is matter of frequent remark at the Bridge 
table that running for your hfe is a great art, but is 
apparentl}^ httle understood. Perseverance with a suit 
is a verj' laudable thing when it has a distincft objedl, 
such as getting it established, or forcing the strong 
trump hand with it; but perseverance with long suits 
is, unfortunately, mostly confined to the Dealer's side 
of the table. The skill of his adversaries is chiefly 
shown in shifting. 

Shifting is another name for running. A player 
ma}^ be said to run for it when he makes all his high 
cards at the first opportunity without waiting for any 
finesses or thinking out anj^ deep-laid schemes. There 
is no surer mark of an expert than his selection of the 
proper moment to drop all the refinements of the 
strategy of the game and run for it. In the thirty- 
two games which go to make up the first series of Self- 
playing Bridge Cards, twelve are pulled out of the fire 
by running at the right moment. One of the finest 
Bridge- pla3^ers in the world, who lives in Boston, is 
known as the champion shifter. His perception of the 
precise moment to drop one suit and try another is the 
great secret of his success. 

There are several reasons for shifting suits, the prin- 
cipal one being that it is probably the only wa}- to 
save the game if it is in danger. A player may shift 

64 



SHIFTING, OR RUNNING 65 

because he thinks his own suit is better than his part- 
ner's. He nia}^ shift to prevent the weak hand from 
making a losing trump. He may shift in order to 
avoid estabhshing certain winning cards in his adver- 
sary's hand. He may shift because he will gain a 
decided advantage in another suit, if he can only get 
his partner to lead it. He may shift because he sees 
the dealer is tr3dng to induce him not to shift. He 
may shift in order to take advantage of the cards 
shown in the dumm3\ 

It is impossible to lay down rules that will cover all 
these situations, but plentiful examples of how they 
arise in a(5lual pla^^ will be found in the Self-playing 
Cards. In Nos. 11, 12, B sees that if he returns his 
partner's suit he wall lose the game. In No. 9, A 
refuses to return B's suit for the same reason. A shifts 
in No. I because he sees that his partner's suit, if he 
has any, is better than his own. B shifts in Nos. 4 
and 27 because he vSees that his suit is better than his 
partner's. In Nos. 17, 23, B shifts to prevent the 
weak hand from making a losing trump. In No. 31, 
A shifts for the same reason. In No. 10, B shifts to 
show his partner that he wants a lead through a par- 
ticular card in the dummy. In No. 30 both partners 
shift, in order to take advantage of the suits exposed 
in the dummy. 

The Dealer must be alive to the situations in which 
it is evident that the adversaries will shift suits and 
save the game if they are allowed to continue in the 
lead. Examples of such positions will be found in 



66 FOSTER'S BRIDGE TACTICS 

the Self -players, Nos. 2, 7, 21. The Dealer will fre- 
quently shift because it is useless to go on with a suit 
to clear it if the hand holding the suit can never get 
into the lead again to make the established cards of it. 
For examples of this, see Nos. 6, 8. Sometimes the 
adversaries will hold up the command of a suit in 
order to induce the Dealer to shift, as in No. 18. On 
the ether hand, the Dealer will sometimes hold up the 
best card of a suit to force the adversaries to shift, as 
in No. 26. 

For examples of persistence in a suit as the best 
pos.sible play, vSee A's hands in Nos. 19, 22. A's play 
in No. 24 is an example of running, pure and simple. 
He wants to be sure of saving the game by making 
the all-important third trick against a diamond declara- 
tion. If he does not run at that exacft moment he 
never gets another chance, and the Dealer wins the 
game easily. 

A very good example of the foresight necessar}" in 
Bridge is No. 7.* If the Dealer leads the highest card 
of a short suit, as almost any ordinary player would 
do, at Trick 6, A will cover the card led, and the 
Dummy must let it pass, or the whole suit is blocked. 
But the Dealer sees that if A is allowed to hold this 
trick, he will abandon his own suit, and this shifting 
will inevitably save the game. The suit must be led, 
but A must not be allowed to hold the trick. The 
manner in which the Dealer gets out of the difficulty 
of the position and wins the game on the hand is well 
worthy of study. 



DISCARDING 



When a player cannot follow suit, and is either un- 
able or unwilling to trump, he must discard. The old 
rule for discarding in an}- game of cards — throw away 
the cards 3'ou don't want — is a very good rule for 
Bridge if it is put into the future tense: throw away 
the cards you won't want. 

The cards a Bridge-player is likely to want are those 
that will probably be good for tricks, those that guard 
honours, those that protecft weak suits, those that make 
it possible to lead from one hand to the other, as in re- 
turning partner's suits, and those that would betray 
the partner's hand if pla3'ed. 

This rule — to discard what you won't want — is a 
very eas}^ one to follow when the situation is suffi- 
ciently clear for the player to distinguish the cards he 
will want from those he will not want. The Dealer's 
discards do not usuall}- trouble him very much. He 
sees both hands, and knows from the first what cards 
he will probably want. He knows, for instance, that 
it is useless to keep an equal number of each suit in 
both hands, just for the purpose of following suit. He 
knows how many times he will have to lead from one 
hand to the other. He knows how many guards he 
needs to an honour. He knows what to keep and what 
to throw away. In the Self -playing Cards, No. 25, he 

67 



68 FOSTER'S bridge: tactics 

throws awa}^ a whole suit of six cards in order to keep 
the lo and 9 of another suit, because the 10 or the 9 
nia}^ be good for a trick; the six-card suit never will. 

If the Dealer has any trouble in choosing which of 
two suits to throw away, he should have foreseen that 
difficulty from the start and provided for it. No. 6, in 
the Self-pla5^ers, is an example of such a situation. 
The Dummy has an established suit of six certain win- 
ning cards. The Dealer has won the second round of 
the adversary's suit, but has not another trick in his 
hand, unless he makes the best card of the enemy's 
suit immediatel}^ before leading Dummy's suit. These 
eight tricks will not win the game at No-trump. His 
other cards are a suit headed by K J and another 
headed b}^ Q J. While Dummy is running down those 
six tricks, the Dealer will have to discard until his 
hand is reduced to four cards. Which of these two 
suits is he to keep, or will he unguard both of them ? 
Foreseeing this difficult3^ he let's Dummy's suit alone, 
and plays to establish at least one trick in one of the 
weaker suits in his own hand, so as to win the game. 
Having done that, he can let go all the other suit. 

In No. 9 of the Self-pla3^ers, the Dealer has a very 
nicely arranged scheme for giving the Dummy three 
discards of a losing suit, and so making a little slam on 
a Heart make. Dummy has made it on five trumps 
to the A K, the Dealer has Q J alone. Dummy also 
holds Q 10 9 of a plain suit in which the Dealer has A J 
and small. Dummy is in the lead and plays a small 
Spade, not the Q, so that the Dealer may win the trick 



DISCARDING 69 

in his own hand, whether the K is played second hand 
or not. The Dealer can then lead two rounds of trumps, 
and the Dummy can draw the rest of the trumps, after 
trumping in with a high trump, so as to be sure of not 
being over-trumped. The Dumni}^ can then put the 
Dealer in the lead, who has three winning cards of the 
adversaries' suit, on which Dumm}^ can discard his 
three lo.sing cards in another suit. A upsets this 
scheme by winning the first Spade trick with the king, 
and leading the ver}^ suit that Dummy wants to dis- 
card; but that does not detra(5l in any way from the 
merit of the Dealer's perception of how the hand 
should be played. 

The adversaries cannot possibh^ see so far ahead, 
and it is only in simple situations that the difficulties 
of the discard disappear. In No. 2 of the Self-pla3'ers, 
for instance, the Leader holds four cards of his owm 
suit established, that is, all good for tricks, and the 
second-best guarded of another suit which has never 
been led. It is a very simple matter for him to keep 
that second-best guarded, which must make, as the 
ace is not in the dummy, and throw away his own es- 
tablished suit. The cards he knows he will want are 
the second-best and its guard, and as many of his own 
suit as he can keep with them. In No. 6 the Leader 
discards his good suit in order to keep the A Q of a 
suit which he sees Dummy must lead up to him. In 
No. 8 the Leader has three guards to an honour 
where two are enough, so he discards one. In No. 20 
the Leader knows that if he discards a certain card the 



70 FOSTER'S BRIDGE TACTICS 

Dealer will be able to tell every card in his hand and 
will win the game easily by leading through the Pone. 
As long as A holds on to this card, which is not of the 
slightest use to him, the Dealer cannot read the situa- 
tion and may be afraid to take the only chance that 
will win the game. 

These are very simple cases. It is when the player 
does not know what to keep, or cannot possibly keep 
everything he is likely to want or knows he will want, 
that he gets into trouble. It is in forcing the adversa- 
ries into such difficult situations that the skill of the 
Dealer is often shown. In No. 13 of the Self-players, 
B sees that he must provide for three discards, and as 
he cannot unguard every suit in his hand, he must 
make up his mind which he wnll protedl and which he 
will abandon. In this he must be guided by the Deal- 
er's discards, and the Dealer, who knows this, pur- 
pOvSely misleads him bj^ throwing away a high card of 
one suit as if he were keeping the other suit. This 
induces B to discard twice from the same suit and 
makes it possible for the Dealer to win the game. At 
the same time, in the same hand, A's refusal to dis- 
card a card which would have betrayed his partner's 
hand and so enable the Dealer to take a sure finesse, 
saves three tricks and a little slam, which the Dealer 
would otherwise have made. 

In No. 14, B cannot possibl}^ keep three suits pro- 
tecfted and the Dealer skilfull}^ forces him to discard 
twice. He must keep a guard on what appears to be 
the Dealer's suit, and he has the commanding cards of 



DISCARDING 7 1 

the Dummy's long suit, and four to a J in another suit. 
On Dummy's leads he discards his four-card suit, and 
the Dealer makes a little slam against him; not be- 
cause the discards were bad, but because the player 
could not possibly tell what cards h^ would want in 
the end game. In No. 23 the Dealer tries, by leading 
a trump, to force a discard w^hich would enable him to 
make his entire suit. The Pone sees that if he dis- 
cards that suit, in which he holds three to the ace, 
the second round will clear it. The most useful card 
in his hand, therefore, and the one he must keep, is the 
third card of that suit. 

In No. 26 the Dealer tries to force B to discard one 
of his own established suit, or a card which he is keep- 
ing to lead to his partner, or a guard to an honour. B 
is able to avoid discarding any of these useful cards, 
and so saves the game. In No. 28 the Dealer holds 
two suits in which he can take a finesse in either hand. 
Instead of guessing which one to try, he forces both 
adversaries to discard, so as to be able to judge which 
of them holds the cards he wants to finesse against. In 
this case the discards are perfedlly correal. It is sim- 
ply unfortunate that the Dealer is able to take ad- 
vantage of the information the}^ convey. Other illus- 
trations of forcing discards will be found inNos. i, 12, 
20, in all of which the adversaries are put in serious 
difficulties to know what to discard and what to keep. 

When Bridge was comparatively a new game there 
was quite a difference of opinion about discarding. 
The accumulated experience of the best players would 



72 fostkr's bridge: tactics 

seem to show that the best rule for discarding when 
playing against the declaration is: keep guard on the 
weak suits, and discard from the strongest or best pro- , 
tecfted. Having two suits equally protedled, discard 
the suit one wouid prefer to have led. 

These rules apply equally to trumps and No-trumps, 
and may be briefly stated in one : Discard strength 
always. It has only one disadvantage — one of the long 
suit may be discarded which would otherwise have 
taken a trick. Its advantages are: The first discard 
shows the partner which is the best prote(5led suit, and 
this enables him to discard with more freedom. It 
keeps the w^eak suits guarded, and these are the suits 
in which the Dealer is probably strong. It does not 
betray to the Dealer which hand it will be safe for him 
to finesse against. 

Having discarded once from strength, and so shown 
the strongest suit, it is not necessary to show the next 
strongest, and secondary discards may be from any- 
thing that suits the player's judgment of the situation. 
If the first discard from the strong suit had for its 
objedl the proteclion of a weak suit, that weak suit 
must still be protected by further discards fi'om the 
strong suit. If a player has led his best suit in the 
opening of the hand and has to discard, he may dis- 
card from weakness without deceiving his partner. 
The discard from weakness after having shown strength, 
either by leading a suit or by an original discard of it, 
is more common against trump declarations than 
against No-trumpers. The first discard against a No- 



DISCARDING 73^ 

trumper, the player not having shown a suit by lead- 
ing it, must be from strength. The second discard 
may be from the same suit, or from the next best pro- 
tected suit, or from the suit in which the partner has 
shown that he has some protediion. The great thing 
to keep in mind in discarding against a No-trumper is 
to keep a guard on the suits that the Dealer is likely 
to play for. 

A great many examples of good discarding will be 
found in the Self-playing Bridge Cards. For illustra- 
tions of the discard from strength against No-trumpers, 
see A's hand in No. 12; B's hands in Nos. 2, 8, 14, 15, 
20. Discarding strength against a declared trump, 
A's hand in No. 10; B's in Nos. 5, 7, 11, 23. Discard- 
ing a suit that it is desirable the partner should lead at 
No trump, A's hand in No. 4; B's in Nos. 3, 15. 

Examples of keeping guard on the weak suits, A's 
hands in Nos. 12, 13; B's in Nos. 13, 14, 23. Examples 
of discarding from weakness at No-trump, having 
already shown strength, A's hands in Nos. 2, 18, 28; 
B's in No. 27. The same discard against a declared 
trump, A's in No. 31. 

Examples of discarding suits in which the partner 
has shown strength, A's hands in Nos. 3, 8; B's in 
Nos. 23, 32. Discarding cards which will never be 
good for tricks, A's hand in No. 9; B's in No. 6. 
Completing an echo in the discard, so that the partner 
can place his own suit, B's hand in No. 12. Holding 
on to cards of a suit in which the partner has shown 
strength, so as to be able to lead it to him later, A's 



74 FOSTER'S BRIDGE TACTICS 

hand in No. 7. Discarding from one .suit, in order 
to keep more important cards in another, B's hands 
in Nos. 5, 13. Reading partner's discards, and playing 
the hand accordingly, B's hands in Nos. 4, 13, 18. 

As an example of good discarding, attention may be 
called to No. 12, in which A keeps his weak suit of 
four cards to a 10. The Dealer skilfully forces him to 
discard three times, and A must either unguard his 
weak suit or give up all his advantage in another suit. 
Seeing that A will not unguard the weak suit, the 
Dealer has to give him a trick in another suit, so as to 
get a discard of a losing card in his own hand. 

In No. 14, if B had not been misled by the Dealer, 
he could have saved two tricks by throwing away the 
K and Q of Dummy's long suit. In the end game he 
prevents a grand slam by throwing away an A K Q, 
and keeping a second-best guarded in another suit. 

If the second discard, or any discard, would natu- 
rall}^ be understood by the partner to mean one thing 
when it really means another, the discard itself must 
be reversed. When a suit is discarded, the natural 
process is to throw away the smallest card of it first. 
In the reverse discard, the next to the smallest is first 
thrown and then the smallest. Suppose the original 
Leader has shown his best suit by his opening and after- 
ward has to discard. This discard would naturally be 
understood bj^ his partner to indicate weakness in the 
discarded suit. If the player is not weak in this 
second suit, but strong, he must make a reverse dis- 
card, a higher card before a lower, in order to show it. 



DISCARDING 75 

Holding A J 7 5, for instance, the 7 would be discarded 
first, then the 5. This discard is often useful in indi- 
cating the suit in which the player can get into the 
lead again, his partner having none of his original 
suit to return to him. 

An example of this reverse discard will be found in 
A's hand in No. 21 of the Self-players. A has led his 
best suit, but wants to show his partner his strength in 
another suit, from which, however, he is forced to 
discard. 

This reverse discard may be emphasized, in order to 
show complete command of the suit, by discarding the 
highest card in it the first time, without waiting for 
the second trick to complete a reverse discard in the 
usual way. An example of this occurs in the Self- 
players, No. 14. The partner must understand such 
a discard as a hint either to let that suit go and keep 
something else, or to keep at least one of that suit to 
lead to the player making the reverse discard. 

Players who still believe in the discard from weak- 
ness against a No-trumper are frequently forced to dis- 
card from their strong suits, because they cannot 
always consistently follow their principle of discarding 
weakness. They then resort to the reverse discard to 
show the partner that the suit they discard is not weak 
but strong. If the signal can be completed in two suc- 
cessive tricks, and two cards of the suit can be spared 
for the purpose, this is all ver}^ well, but it is open to 
serious objedlions. The first discard conveys false 
information to the partner, who may discard to his own 



76 FOSTER S BRIDGE TACTICS 

great disadvantage in order to prote(5l what he imagines 
to be a weak suit in his partner's hand. If the signal 
is not completed, owing to a change in the suit led, the 
partner is completely deceived. Discarding strength 
always, one card is enough to spend on showing the 
suit; but in discarding weakness, two cards must be 
used, the second to contradicft the first, and if the 
partner is not attentive he ma}" fail to notice that the 
discard was a reverse, and be completely misled, re- 
fusing to lead the very suit his partner wants. 

There are a great many inferences possible from the 
discards. If a player is evidently keeping some cards 
of a suit in his hand, even at the expense of discard- 
ing his own winning cards in another suit, it must be 
for one of two reasons: the suit which he keeps is good 
enough to re-enter with, or he does not want to betra}" 
his partner's hand to the Dealer. In the Self-players, 
No. 28, Z can infer that A must have a re-entry in 
Spades, because he divscards three of his established 
Hearts to keep Spades. In Nos. 13 and 20, A's hands 
are good examples of avoiding discards that would be- 
tray the situation to the Dealer. 

It is very important to watch what suits the Dealer 
keeps and what he discards, because he does not usually 
throw away cards from a suit in which he hopes event- 
ually to make tricks. Knowledge of this inference 
will sometimes prompt the Dealer to deceive the adver- 
saries by his discard. In No. 13, of the Self-plaj^ers, 
for instance, the Dealer knows that he must make two 
discards on the Dummy's long suit. He has already 



DISCARDING 77 

shown apparent strength in Spades, and, therefore, 
discards Diamonds, so as to strengthen the impression 
that his strong suit is Spades. Not only does he dis- 
card a Diamond from a suit of A lo 7 3 2, but he 
selects the 7 to discard, concealing the smaller cards, 
so as to make it still more probable that he has noth- 
ing in that suit. But for B's cleverness in reading the 
situation later on, this piece of strategy would have 
gained three tricks and a little slam for the Dealer. 

It is bad policy to throw away an entire suit, because 
it makes it so easy for the Dealer to count the partner's 
hand. 

It is seldom w^orth 'while to keep a card of the part- 
ner's suit when the command of that suit is against 
him and there is anything better to play for. 

When the case is desperate, it is sometimes justifi- 
able to blank a king, especially if Dummy is on the 
right and it is almost certain that he will finesse. 
Suppose a player wants three more tricks to save the 
game, and holds two winning Hearts and a guarded 
king, the A Q of his K suit being in the dummy. 
He must take the chance and blank his king, hoping 
the Dummy will play the Q when the Dealer leads 
that suit to him, because if he discards a Heart he 
cannot save the game. 



FOURCHETTES AND TENACES 



Very few persons know the difference between a 
fourchette and a tenace. There are two kinds of 
fourchettes, perfe(5t and imperfect. A perfedl four- 
chette is the combination in one hand of the cards 
above and below the card led, such as Q lo when the 
J is led or J 9 when the lo is led. The term is usu- 
ally restricted to the cards held by the second player 
on any trick, but the third hand may have a fourchette 
over the card played by the second hand. When it is 
held by the last player on the trick, it is a tenace. 

An imperfect fourchette is the combination in one 
hand of the card immediately above the one led and 
the second card below, such as Q 9 over a J led, or J 8 
over a 10 led. Cards which are not next each other in 
rank may become fourchette through the intermediate 
cards having already been played. If the A Q 9 8 
have fallen, the J and 7 would be a fourchette over 
the 10. 

When the intermediate card is not led, and its pOvSi- 
tion is unknown, a perfedt fourchette over that card is 
called a tenace, provided the higher of the cards form- 
ing the tenace is the best of the suit. The A Q of a 
suit is a tenace, no matter where the K is; it is a 
fourchette only if the K is led through it. If the 
higher card of the tenace is the second-best of the suit, 



KOURCHETTES AND TENACES 79 

such as K J, • the tenace is sometimes spoken of as 
the minor tenace, to distinguish it from the major, 
which is always A Q. The A O 10 is the double major 
tenace. Smaller cards may become tenaces through 
the higher cards of the suit having been played. A 
player holding Q and 7, the J being the only other 
high card of the suit still unplayed, is said to have 
tenace in that suit. 

The proper management of tenace positions will gain 
more tricks than an}^ other detail in the tacftics of the 
Bridge table. Tenaces are most useful in the third or 
fourth hand, whereas fourchettes are most useful in 
vSecond hand play. It is obvious that if a player holds 
A Q of a suit and leads the ace first, he can never 
catch the K, and may even lose his Q; whereas if the 
suit is led up to hirn, he being the last; player on the 
trick, he must make both A and Q. 

A suit is said to be led up to a player when he is 
fourth hand on any trick. It is led through him when 
he is second hand and one adversary pla3^s after him. 

If a suit is led through a dealer holding tenace, he 
does not know whether to put on the Q on the chance 
that it will hold the trick, or to pla}^ the ace, unless 
the Dummy has the king. If Dummy's tenace is led 
through, and the Dealer has not the K, the same un- 
certainty arises. If the Dealer has any reason to 
believe that the K is on his left, as when a J is led 
through him, it is always best to put on the ace, which 
is the only way to make both A and Q. If the Q is 
put on the J it is thrown away if the K is on the left 



8o FOSTER'S BRIDGE TACTICS 

of the teuace. If the J is not covered with a higher 
card, third hand will allow it to win and the same suit 
will be led through again. 

When tenaces are held by the Dealer or the Dumni}^, 
one leading the suit and the other holding the tenace, 
the play of the O is called a finesse only when the 
position of the K is unknown, because it is a chance 
whether or not the Q will hold the trick. It is better 
to be third hand with a tenace than to be led through, 
because there is alwa^^s the possibility that the adver- 
sar}^ may have led through for the purpose of coaxing 
the Dealer to part with the ace. 

When tenaces are held b}^ the adversaries of the 
Dealer, there is not the slightest doubt about the 
proper way to play them, no matter which hand holds 
them or who leads the suit. If the Dumni}- is on the 
left, a glance will show whether or not the K is in that 
hand. If the Dummy is on the right and the K is not 
there, it is useless to pla}^ the Q under any circum- 
stances, because if the dealer holds the K the Q is 
thrown away, and if the partner holds it, it does not 
matter which card is played, A orQ; therefore, the ace 
should alwa3^s be played. 

If the partner leads a suit in which the Pone 
holds tenace, the K not being in the dummy, the A 
should always be played, for the same reasons that it 
is played when Dummy leads the suit through it. If 
the Dealer holds the K, the Q would be thrown awa3\ 
If the leader holds it, it does not matter which card 
the Pone plays. 



FOURCHKTTKS AND TKNx\CKS 8 1 

If the Dealer leads through the teiiace, both cards of 
it are good if the Dummy does not hold the K. If the 
Dumm}^ leads through the tenace, the ace is usually 
the best second hand pla}^ against a trump declaration, 
because if not played it ma}^ be trumped later on. 
Against a no-trumper neither of the high cards should 
be pla3'ed on a small card led, unless it is important to 
keep the Dealer out of the lead, in which case the ace 
is the only card. If a small card is led through the A Q 
in the hand of the Dealer or the Dummy, the best 
chance for two tricks is to play the Q second hand. 
No. 32 in the Self -players is an example of this. 

When a fourchette is led through, or a player holds 
fourchette over a card played second hand, the higher 
card of the fourchette must always be played, whether 
it is a perfect or imperfect fourchette. This is one of 
the most important rules in Bridge. Suppose Dummy 
leads a J, which is the highest card of the suit in his 
hand, and the Pone holds Q 10 or Q 9. If the J is 
covered, the Dealer is compelled to play a higher card, 
and is thus obliged to give up two honours to win one 
trick. If the J is not covered by the Pone, the Dealer 
ma}^ pass it and win tricks with all three honoiws, A 
K J. No matter how small the fourchette may be, it 
is always wise to cover when led through, because it 
transfers the possession of the trick, at least, for the 
time, to the player holding the fourchette, and the 
adversary on the left must part with a higher card to 
win it. 

There are many excellent examples of the manage- 



82 FOSTER'S BRIDGE TACTICS 

ment of fourchettes and tenaces in the Self-playing 
Bridge Cards. Some are perfe(5l foiirchettes, such as 
B's hands in Nos. 24, 31; Dummy's in No. 29. The 
majority are imperfe(5l fourchettes, because players 
naturally avoid leading through fourchettes of any 
kind if possible, owing to the advantage it gives the 
holder. Covering with K 10 when a Q is led, see B's 
hand in No. 2; with Q 9 over a J, see B's hand in 
No. 8; J 7 over the 8, the 9 already played, B's hand 
in No. 3; J 8 over the 9, B's hand in No. 18. Exam- 
ples of covering with the Q 9 and another over the 
10 led, the K J being both on the left, see A's hand in 
No. 15 and Z's in No. i. 

There are exceptions to all rules, and there are 
cases in which the fourchette should not be played. 
In No. 27, A holds imperfedl fourchette, K 9, over the 
J led, and the Dummy has the A 10. But the Dealer 
has purposely so arranged the play of another suit that 
he shall be in the lead and go through A's fourchette, 
evidently intending that A should be tempted to cover, 
so as to make both ace and 10. A sees the only chance 
to save a trick is not to cover, hoping that the Dealer 
has not another Diamond to lead, in which case 
Dummy must pla}^ the ace on the J, or he will lose 
every other trick in the hand. A's play show^s the 
necessity for thinking over situations instead of blindly 
following rules. 

Tenaces may be managed in many ways. A player 
may so arrange his leads that certain suits shall be- 
come tenace, or he may lead through a hand, so as to 



I^OURCHKTTKS AND TENACe:s 83 

coax it to give up its advantage, or he may hold off a 
trick so as to make a tenace out of two cards which 
are not tenace natural!}-. It is a common artifice, when 
a player leads the K of a suit and the fourth hand 
holds A J and others, to pass the first round, so as to 
make the A J a tenace over the Q. This is called the 
Bath coup, and it is more frequently used bj^ the 
Dealer than by his adversaries. The only way to de- 
feat it is to avoid leading the suit a second time up to 
the player who is suspecfted of playing the coup, and 
to try to get the suit led through him. 

There are several examples of the Bath coup in the 
Self- playing Cards. B pla3^s it in No. 3, and Z in No. 
6. Z suspecfts it in No. 3, and puts Dumni}- in the 
lead to come through B's tenace. In No. 2, Z plays 
the Bath coup with the J in the dummy and the ace in 
his own hand. A defeats it by going on with the Q 
instead of the fourth-best, so that the J and ace cannot 
make separately. The Dealer would have gained three 
more tricks on this hand had the coup succeeded. 

For examples in the Self-players of leading through 
tenaces, see A's hand in No. 30; Z's in Nos. 3, 15. 
Examples of playing to get tenace position over the 
Dummy's exposed cards, A's hands in Nos. 3, 14. 
Avoiding leads from tenace suits, A's hands in Nos. 
12, 16. Giving up the advantage of a tenace position 
in order to accomplish something more important, A's 
hands in Nos. 12, 24. 



SECOND HAND PLAY 



The chief obje(5l in second hand play is to prote(5l 
the hand, so as to avoid having all the good cards in 
it killed by being led through. The second hand play 
of the Dealer, who knows the possibilities of the com- 
bined hands to prote(5l a suit, is quite different from 
that of his adversaries, who know nothing but their 
own individual hand and the dummy's. 

The general rule for either adversary of the Dealer 
is, if he holds any combination of cards from which a 
high card would be led, he should play one of those 
high cards second hand when a smaller card is led 
through him. This rule covers all such combinations 
as A K, K Q, K J lo, O J lo, etc. It also embraces 
all combinations of the second and third-best remain- 
ing of a suit. The A Q being played, the K is the 
best, and the J and lo are the second and third-best. 
An\^ plajxr holding both those cards would lead the 
higher, and he must pla}^ the lower second hand unless 
the K is led. For an example of this, see A's hand in 
No. 3 of the Self-playing Cards. 

An honour led should always be covered with an 
honour. The objedl is to force the adversary to play 
two honours to win one trick, which will probably 
make some inferior card good in the partner's hand. 
Holding K and two small cards, for instance, the Q led 

84 



SECOND HAND PLAY 85 

through, if the K is put on the Q and won b}' the ace 
in third hand, the leader and his partner must have 
had A Q J 10 between them to clear the suit. If the 
partner of the player who covered with the K has the 
J even once guarded, or the 10 twice guarded, either 
will be good for a trick and will stop the suit, their 
value being due entireh^ to the play of the K on the 
Q; but the K itself could not have been made good for 
a trick by any method of play. 

There are exceptional cases in which it can be seen 
that it would be useless to cover. When the Dummy 
has no smaller card is an obvious instance, but some 
situations require close reading of the cards. In the 
Self-pla3'ers, No. 13, B sees that his partner is discard- 
ing an established suit and keeping Diamonds. The 
J of Diamonds is in the dummy and B holds the K, 
therefore the Diamond A is keeping must be either 
the ace or the Q, because if he were weak in Diamonds 
he w^ould discard them, having already shown his suit. 
This has been explained in the chapter on the prin- 
ciples of discarding. It is therefore manifestly useless 
for B to cover with the K when Dummy leads the j . 
In No. 23, the Q is led through the K and one small in 
the dummy, the Dealer having only the 10. The Leader 
cannot have the ace, because he is opening against 
a declared trump, and would lead the ace if he had it, 
as already explained in the chapter on ' ' Leading. ' ' 
If the Q is covered by the K, nothing is gained, as the 
third hand wins with the ace, the lo falling from the 
Dealer at the same time betraying the fa6l that he has 



86 FOSTER'S BRIDGE TACTICS 

no more of the suit. If the K does not cover and the 
Q holds, the Leader will continue in order to catch the 
K, and the Dealer makes a losing trump and gets into 
the lead at once. The Pone, who is thoroughly 
familiar with the rule to cover an honour with an 
honour, and who holds six cards of the suit himself, 
suspedls something wrong when the Dummy does not 
play the K, and he judges that the Dealer is probably 
short in the suit and wishes it continued, so as to 
make a losing trump. To prevent this, he puts his 
ace on his partner's Q so as to get into the lead and 
have at least two rounds of trumps immediatel3^ This 
makes Dummy's K good for a trick, but it saves three 
tricks on the hand. 

It is useless to play an honour second hand on a 
small card led, unless that honour is the best of the 
suit. See B's hands in Nos. ii, 13, 21, 29. In No. 
29 it is useless for the Dummy to put on the Q second 
hand, as the Pone cannot hold both ace and K. With 
two honours, such as Q J, one must cover, unless 
Dummy has a higher card which must be played. If 
there is any possibility of Dummy's passing, or of his 
winning with a smaller card, it is better to cover. For 
examples of this position, see A's hand in No. 14; B's 
in Nos. 14, 18. 

There are many positions in which the second hand 
must cover to stop the lead from coming through him 
again, and to force the player behind him to win the 
trick or let the second hand hold it. In No. 15, A 
holds the Q 9 6, Dummy holds K J 7 5, and the 10 is 



SECOND HAND PLAY 87 

led through A, the ace having fallen on the first trick. 
If the 10 is not covered with the Q, the Dealer leads 
through A again, and the Dumm}^ makes every trick 
in the suit. By covering, Dummy is forced into the 
lead, and if he continues the suit, A's 9 is good for a 
trick. 

It is useless to cover with the minor tenace, K J, 
when the major tenace is in the Dummy on the left. 
Let Dummy guess whether or not to play the Q (see 
A's hand in No. t6). The Dealer, being able to see 
his partner's cards, can frequently play a separated 
combination as if it were all in one hand. An exam- 
ple of this has already been given in the Dealer's play 
of the Bath coup in No. 2. If the K and Q are both 
in one hand, he must cover if they are led through, so 
as to force the ace or hold the trick. If the Q is in 
one hand and the K in the other, this is not necessary, 
because if the ace is not played third hand, the K or 
Q, whichever is led up to, wdns the trick. If the ace 
is played, both K and Q are good for tricks, and if one 
had been played second hand it would simply have 
been thrown away. The exception to this is when 
the Q is the card led through and it has only one 
guard. If the ace is not played third hand, the K 
wins the trick, it is true, but the ace will kill the Q 
next time; therefore, the best chance for two tricks 
in the suit in such cases is to put on the Q second 
hand. This is in No-trumpers, of course, for the ace 
must be in the third hand if a small card is led against 
a declared trump. 



88 FOSTER'S BRIDGE TACTICS 

In No. 26 there is an exception to this, the Dummy 
refusing to play the Q because it is to the Dealer's in- 
terest to let the suit run on until the Leader's partner 
is exhausted. . The same thing happens as in the in- 
stance just given in No. 23: the adversary suspe(5ls 
some reason for departing from the rule. The Pone 
holds nothing higher than the 10, which wins the 
trick, Dummy having Q and one small only, and play- 
ing small. The Pone knows the Leader cannot hold 
A K J, or he would lead an honour. The J cannot be 
in the Dealer's hand, or he would be only too glad to 
win the 10 wath it; with the ace in his hand he would 
put on the Q, see No. i, so his card must be the K, 
and he must have some object in letting the spade suit 
continue. As it is always bad policy to do what the 
Dealer wants you to do, the Pone promptly drops that 
suit and starts his own, leading up to the weakness in 
Dumm}^ A thorough understanding of the leads and 
of the proper second hand plays, and observing the 
departure from rule in this case, saves three by cards 
and the game. 

The Dealer need never cover a card second hand 
when he sees that he will be obliged to win it in 
the fourth hand. In No. 28 the Pone knows that the 
Dealer probabl}^ has the ace alone when he does not 
put the singly guarded K on the Q led. 

When a .singly guarded honour in the hand of the 
Dealer or the Dummy is led through, it is largely a mat- 
ter of judgment whether to play it or not. Suppose 
Dummy holds Q and one or two small cards onl}^ iu a 



SECOND HAND PLAY 89 

No-trumper, small card led. The Leader may have 
both ace and K, and as the Dealer has nothing, the 
only chance for the O to win a trick is to put it on. 
With the J in his own hand, however, the Q should 
not be played, because the Q in one hand and the J in 
the other,, either of them twice guarded, must stop the 
suit, no matter how it is played. For examples of 
this position, see Nos. 20, 29. 

With the K only once guarded, nothing in the other 
hand, it is safer for the Dealer to pla}' the K at once 
if it is led through in a No-trumper. This is espe- 
cially true if the evident object is to get the player on 
the left into the lead to make an established suit. If 
that player has the ace he nuist get in in any case, but 
he should never be ^ allowed to get into the lead with 
anything less than the ace if the Dealer can shut him 
out. For an example of such a critical position, seeZ's 
hand in No. 8. 

There are cases in which all rules must be departed 
from, such as in order to avoid a very dangerous suit. 
In No. 15 the Dummy must put the ace on the O, for 
fear the third hand would play the K, which he must 
hold, and start the long and dangerous suit in which 
the Dealer has nothing. 

Further instances of peculiarities in the second hand 
play of the Dealer and Dunnny will be found in the 
chapter on " Combining the Hands." 



FINESSING 

Finessing is usually described as any attempt to win 
a trick with a card which is not the best of the suit in 
the hand, nor in sequence with it, when the position 
of the intermediate card is unknown. 

The most common example is that of a player hold- 
ing A Q, and playing the Q, not knowing whether the 
K is on his right or on his left. If he knows the K 
is on his right, there is no finesse. If he knows it 
must be in his partner's hand if it is not on his left, 
there is no finesse. * It is therefore evident that finess- 
ing in Bridge is entirely confined to the Dealer's side, 
as the adversaries are never in a position to finesse au}^- 
thing. They may refuse to play the best card of ,a 
suit, hoping it will be more useful later on, as in catch- 
ing some card exposed in the Dummy; but this is not 
stri(5lly finessing, it is underplay. The Dealer may 
adopt the same tallies, refusing to give up the highest 
card of his own suit, hoping later on to catch the high 
cards held by the adversaries. In such a case he is 
pot finessing; he is underplaying or ducking, and it 
is important to distinguish between the two. 

Finessing is the feature that makes the play of the 
Dealer's cards such a fascinating part of the game. 
Without it, the trick-taking possibilities of most of the 
hands would be a foregone conclusion from the start; 
with it, the whole thing is a glorious uncertainty. 

90 



FINESSING 91 

The result of at least half the games played depends 
upon finessing, and it requires the exercise of very good 
judgment on the part of the Dealer to determine when 
to finesse and which hand to finesse against. 

Finessing may be said to have a double objec5t. It 
is the hope of the player that the inferior card played 
will win the trick, and at the same time he hopes that 
the intermediate card held by the adversary will event- 
uall}- be caught, the best card of the suit being held 
up for that purpose. If the Dealer holds AQ J, and 
leads a small card of the suit from Dummy, the posi- 
tion of the K being unknown, the play of the Q or J 
would be a finesse with a double obje(5t. If it wins, 
and the Dummy can be put into the lead again on 
another suit, so as to give the Dealer a second finesse, 
the A Q J are all good for tricks, and the K will almost 
always be caught into the bargain. If the Dummy 
cannot be put into the lead, so as to come through the 
K a second time, the ace may catch the K on the 
second round, or the tenace may be held over the 
player on the right until he is compelled either to un- 
guard his K or to lead from that suit. 

Unless the finesse promises some decided advantage 
if it succeeds, it is not sound. If it is an even chance 
to win a trick or lose it, and nothing to be gained be- 
yond the trick itself, it is better not to finesse. Sup- 
pose the Dealer holds A Q in a vSuit in which the 
Dummy has only small cards; it is better to let that 
suit alone until the adversaries lead it. But if they will 
not do so, and either the Dealer or the Dummy must 



92 FOSTER'S BRIDGE TACTICS 

lead it eventually, it is better for Dummy to lead it to 
the Dealer than for the Dealer to lead it to the Dummy, 
because the Dealer has a finesse in the suit which may 
result in winning tricks with both ace and Q. If no 
finesse is taken, it is impossible to make two tricks in 
the suit if the holders of the tenace lead it. 

It being an even chance whether or not a finesse 
will succeed, the question of finessing at all must be 
decided by the advantages or disadvantages that go 
with success or failure. If a successful finesse will 
save or win the game; if it will score some extra points 
on a game already won; if it will keep a player with a 
dangerous suit out of the lead; if it will preserve a 
valuable re-entry card in the hand; if it will enable the 
player to continue a suit three times, trumps especially; 
if it is the only way to clear a suit and afterward make 
the small cards of it, then the finesse should be taken. 

If failure will do no harm, and may result in benefit, 
perhaps by compelling the player on the left to lead to 
his disadvantage, or by taking a valuable card out of 
his hand, then the finesse should be taken. But if 
failure may result in missing the only chance to save 
or win the game, or letting in a dangerous suit, or 
allowing a cross ruff to be continued, or giving the 
adversaries a chance to clear a suit, the finesse should 
not be taken. 

The Self -playing Bridge Cards are full of examples 
of finessing. For examples of finessing to clear a suit, 
vSee Nos. i, 13, 28. Finessing because it is the only 
way to win the game on the hand, Nos. 12, 15, 20, 2t. 



FINESSING 93 

Finessing so that the player on the left shall lead to 
his disadvantage if the finesse fails, No. 12. 

Examples of refusing to finesse because it would let 
a player with a dangerous suit into the lead, Nos. 13, 
15, 27. If the Dealer finesses the first round of 
Spades in No. 2, and loses the trick, the adversaries 
make a little slam against him. It will be seen that 
No. 15 is an especially dangerous hand, and that 
although the Dealer prepares for finesses in two differ- 
ent suits, he dare not take either of them. 

There are many cases in which the Dealer may lead 
a suit from his ow^n hand or from Dummy's, as if he 
intended to finesse, but really for the purpose of catch- 
ing the intermediate honour if it is played second 
hand. If the honour is not played, the finesse must 
be abandoned for the reason already given, that it 
promises no advantage and ma}' result in harm. 

Finessing just for the sake of finessing is a weak- 
ness; finessing with a view to some additional advan- 
tage is one of the strongest weapons which the Dealer 
has at his command. A ver}' good rule for finessing 
is: if one must finesse, let it be against the player who 
cannot do any harm if the finesse fails. 

The conditions favourable for finessing are: that the 
lead shall be from the weak hand to the strong, and 
that nothing shall be lost if the second hand covers 
the card led. The last part of this condition is very 
important, as a simple illustration will show. Suppose 
Dummy holds Q J and a small card, while the Dealer 
holds ace and several others. If Dumni\- leads the Q 



94 Foster's bridge tactics 

and the second hand puts on the K, there are still two 
certain tricks in the suit. If the K is not put on, the 
Dealer passes, and if the Q holds the trick, the J fol- 
lows the Q. If the K does not cover the J,' there are 
three certain tricks in the suit. On the third round 
the ace may catch the K, and every trick in the suit 
may be made by the player who finessed. If the A J 
are in the Dealer's hand and the Q in the Dumni}^, or 
A Q in one hand and the J in the other, the play is the 
same — the high card from the weaker hand, so as to 
take the finesse in the stronger hand. 

But if there is only one honour in each hand, the Q 
in the Dummy and the ace with the Dealer, it is folly 
to lead the Q, because if the K covers, the ace mUvSt 
be. played to win the trick, and the Q has been wasted. 
If the K is in the fourth hand the Q is throw^n away. 
In either case it is impossible to make more than one 
trick, and that w^ith the ace. That the. Q will be 
covered if the K is second hand is almost a certainty, 
as already pointed out in the chapter on the play of 
the second hand, putting an honour on an honour, so 
as to make some inferior card good in the partner's 
hand. In such a ca.se as this the Q is lost if the 
second hand covers to prevent the finesse; therefore, 
such a finesse should not be attempted. The proper 
management of such a combination wifl be explained 
in the chapter on " Combining the Hands." 

Examples of leading from the weak hand to the 
the strong, so as to take the finesse if the second hand 
does not cover, will be found in the Self-players, 



FINEvSSING 95 

NOS. 2, 8, 9, lO, II, 14, 15, 16, 18, 20, 21, 22, 29, 30, 

If possible, it is alwa^^s better to finesse the second 
round of the suit than the first. Holding A K J, for 
instance, it is better to put on the K third hand the 
first time, in order to see what cards fall, and to finesse 
the J the second time if necessary. With K Q 10, it 
is better to play the Q the first time and finesse the 10 
on the second round if the position seems favourable. 

Examples of postponing the finesse until the second 
round of the suit will be found in Self-pla3'ers, Nos. 
II, 12, 27, 28. The finesse is postponed until the 
second round in two different suits in one of these 
hands, No. 28. 

If it is not possible to postpone the finesse in this 
manner Until the second round, it is better to take it 
at once, so as to clear- the suit and find out something 
about the position as soon as possible. Examples of 
this will be found in the Self-pla3^ers, Nos. i, 13, 28. 

Having finessed once and won the trick, if it is not 
possible to get another lead through the intermediate 
card, the player's judgment of the situation must de- 
cide whether it is better to give up the tenace and go 
on with the suit to clear it, or to hold the tenace for 
the present and play some other suit. 

For examples of the skilful manner in which the 
Dealer can sometimes so arrange the pla}'- of the hand 
as to get a second lead from the weak hand to the 
strong, and take a second finesse, see Self-pla3^ers Nos. 
II, 13, 14, 15, 16, 20, 22, 27, 32. 



96 fOvSTKr's bkidgk t.actics 

No.s. 1 8, 31 are examples of situations in which it 
is impossible to get a second fineSvSe in the same suit, 
because the weaker hand cannot regain the lead. 

Sometimes there is no way to get the weak hand into 
the lead so as to take the first finesse even. In such 
cases the best plan is to lead the suit right out, high 
cards first, so as to unblock the hand which is longer 
in the suit. No. 25 is an example of this line of play. 

With nine cards of the suit between the«two hands 
it is seldom right to finesse. The lead may be made 
from the weak hand to the strong, but if the second 
hand does not cover, the best of the suit should be 
played, as it is very likely to catch the K. Knowing 
this rule, B is able to infer, in No. 11 of the Self- 
players, that his partner must have another trump, be- 
cause if the Dealer had held nine between himself and 
the Dummy he would not have finessed the second 
round. 

The Dealer may finesse by passing the suit led by 
his adversary, letting it go up to the fourth hand. 
Holding A J second hand, for instance, with the Q in 
the fourth hand, the trick ma}^ be passed up to the Q, 
on the chance that the leader holds the K. There is 
an example of this in No. 30 of the Self-players. 

There are situations in w^hich it is not advisable to 
lead the higher cards from the weak hand, although 
the intention is to take the finesse in the third hand. 
Perhaps the high card in the weak hand will be valua- 
ble for a re-entry if it is preserved. There is a very 
instru(5live example of this in No. 9 of the Self -play- 



FINESSING 97 

efs. Should Dummy lead the Spade Q to the Dealer's 
A J, it will be impossible for the Dealer to win the 
game if the finesse fails, because Dummy will have to 
trump the next trick with the K to prevent being over- 
trumped, and must then lead a small trump to the 
Dealer, who holds Q ] alone. After making his two 
trumps, there is no way in which the Dealer can get 
the Dumni}^ into the lead again to draw the rest of the 
trumps without giving A or B the chance to make a 
trump and two Diamond tricks, by which they will save 
the game. By keeping the Spade Q in the dummy 
and leading the smaller card, finessing the J in his own 
hand, the Dealer is able to put Dummy in again by 
leading a small Spade after the J has forced out the K. 

For examples of hands which are full of finesse, 
almost every suit being tried, see Nos. ii, 28 of the 
Self- players. 

Almost the only defence that the adversaries have 
against a finesse is to frighten the Dealer out of it, if 
they cannot induce him to take the finesse in the wrong 
hand. This is frequently done by playing the higher 
of two worthless cards, so that the Dealer shall think 
that the lower card is in the other hand. An example 
will make this clear. In No. 1 1 of the Self-players 
the Dealer has led the Heart J from his own hand to 
the A K 10 and two others in the dummy. Follow- 
ing the principle already explained, and postponing 
the finesse until the second round, Dummy plays the 
K on the J, and the 2 falls from the fourth player. 
The Dealer puts himself in again with another suit 



98 FOSTER'S BRIDGE TACTICS 

and leads a small Heart. A has the 9 and 8 still in 
his hand, and.it is quite clear to him that his partner, 
B, holds the bare Q. In order to coax the Dealer to 
finesse the second round, and .so let B's Q make, A 
plays the 9 instead of the 8. The Dealer natural!}^ 
infers that the 8 is in B's hand, and if the Q is there 
also it must make, as the 8 guards it. If the Q is not 
in B's hand and guarded, A must have it; and as the 
Dealer cannot catch it if B has it, he ma}^ as well 
finesse against it and be sure of catching it if A 
has it. 

In No. 12, A plays exa(5lly the same trick. Dummy 
holds A J and three small cards, A holding the 1097. 
The Dealer leads two rounds, K and then a small card. 
A can count on his partner, B, for the Q alone, and plays 
the 10 to the second trick, so that the Dealer shall 
read the 9 in B's hand, and argue that it either guards 
the Q or that A holds the Q, which will induce the 
Dealer to finesse. 

Some players, holding the K of a suit in which 
Dummy is on the right with A Q or A Q J, will un- 
guard this K if it is important to keep some other suit. 
They take it for granted that when the Dealer leads 
that suit, Dummy will finesse it, especially against a 
player who has discarded it. The danger is, that the 
Dealer may be able to count the cards with such accu- 
racy that he knows the K is unguarded. 



CARDS OF RE-ENTRY 



If there were nothing in the game of Bridge but to 
make tricks with the best cards of each suit, such as 
aces and kings, there would be a great many hands in 
which the cards might be laid on the table and the 
number of tricks claimed. But one of the chief attrac- 
tions of the game is scheming to make tricks with 
cards which are not the best of the suit. This is ac- 
complished b}' forcing the higher cards out of the wa}^ 
so that the smaller cards ma}^ be good for tricks. 
When a suit is in this condition, it is said to be estab- 
lished. Ever}' time a suit is led and the opposing 
pla3'ers struggle for the possession of the trick, high 
cards fall, and the absence of these high cards natu- 
rally promotes the value of the smaller ones remaining 
in the hand of the pla5'er who is longest in the suit. 

It is comparatively easy to establish a suit; the dif- 
ficult}^ is to bring it in; that is, to get into the lead 
and make tricks with it. The adversaries of the Dealer 
get a good many suits estaljlislied, but they very sel- 
dom bring them in, especially against trump declara- 
tions. But the fear that they may bring them in spoils 
many a game for the Dealer which he would otherwise 
win very easily. An established suit in the hands of 
the adversaries is a weapon of defence ; in the hands of 
the Dealer, it is a weapon of attack. 

In playing against No-trumpers, the ability of the 
L.cfC 99 



loo Foster's bridgb tactics 

adversaries to make tricks with their long suits, after 
establivShing them, depends on their having high cards 
in other suits with which to get the lead. The Deal- 
er's difficulty, both in trumps and in No-trump, is 
to get the lead into the right hand at the right time, 
and his success will usually depend on his holding- 
some high cards in other suits. 

These cards, which are so essential to making tricks 
in the established suits, are called " cards of re-entry." 
They may be in the established suit itself, or they may 
be in other suits; but the term is usually restricted to 
cards in a suit other than the one that is to be played 
for. 

Cards of re-entry are those which are almost certain 
to win tricks, such as aces, suits with both K and Q in 
them, or well-guarded kings. Guarded kings are bet- 
ter when the declaration is on the right than when it 
is on the left. Any card below a K cannot be relied 
upon as a re-entry, although it ma}^ become such 
through some unforeseen development in the play. 

Cards of re-entry are of little or no importance in 
playing against trump declarations, but they areever}^- 
thing against No-trumpers. The}^ are always of value 
to the Dealer's side, because he is always pla5dng for 
the longest suit, trumps or no trumps, or else he is 
scheming to get the lead into a particular hand. In 
the opening leads, it has already been pointed out that 
if there is a choice between two suits of equal length, 
the one with the higher cards in it should be held back 
for purposes of re-entry. 



CARDS OF RE-ENTRY lOI 

The greatest difficulty in the manageiiient of cards 
of re-entry is to keep them until the proper time comes 
to use them. The preservation of re-entry cards is 
usually a very simple thing with the adversaries. The}^ 
see the Dummj^'s cards and know pretty well what 
cards in their own hands will be likely to win tricks 
and what will not. In judging what chances of re- 
entry the partner holds, observation of the discards is 
the principal thing. If a player discards his estab- 
lished suit in order to keep something else, it is onl}^ 
reasonable to suppose that he holds re-entry in the suit 
which he keeps. 

Examples of this inference will be found in B's hands 
in Nos. 2 and 4 of the Self-plaj^ers. 

The partner's re-entry suit may sometimes be dis- 
covered by purposely giving him a chance to .show it 
in his discards. There is an example of this in No. 18 
of the Self-pla3'ers. B refuses to win the second round 
of the Dealer's suit, knowing that A will discard on 
the third round and this will show B in which of the 
two unknown suits he is stronger. This little piece of 
foresight on B's part saves the game. 

Without a card of re-entry to bring it in, there is not 
the slightest use in persevering with a suit so as to 
establish it. Persistence in a s-uit in order to establish 
it, that is, leading losing cards of it, is usually good 
evidence that the suit is accompanied by cards of re- 
entry. 

In the Self-players, Nos. 8, 16, 22, the Dealer aban- 
dons his suit, as it is not worth establishing, because 



I02 FOSTER vS BRIDGE TACTlCvS 

he cannot bring it in, even if he does^ get it estab- 
lished. 

In Nos. 1 8, 19 the Leader persists with his suit, and 
his partner infers that he must be able to do something 
with it, and plays accordingly. In No. 26, B perse- 
veres because he has re entry. 

It is sometimes possible for the adve'rsaries to infer 
that the Dealer has no re-entry, especially by the 
manner in which he plays the hand. This is often a 
very useful inference, because the card that the Dealer 
might have held, but evidently does not, must be in 
the partner's hand. In No. 23 of the Self-players, 
Dummy has the K of Diamonds and B has the Q. It 
is evident to B that if the Dealer had held the ace of 
Diamonds, he would have used it as a re-entry, to get 
in and lead Spades from his own hand; therefore, A 
must hold the ace of Diamonds. 

B's hand in Nos. 8, 11, 16 are good examples of 
seeing that the Dumm3^'s cards are not re-entries, 
or inferring that the Dealer cannot hold a re-entry 
card. 

When one player is long in suit, his partner is usu- 
ally short in it; but if the partner has enough to lead 
one after the suit is established, the suit itself may be 
regarded as are-entry. It is then doubly dangerous 
as a weapon of attack, because no matter which part- 
ner gets the lead, the suit can be brought in. This 
consideration prompts the opposing players to hold up 
the commanding cards and postpone the establishment 
of the suit as long as possible, as explained in the next 



CARDS OF RK-ENTRY IO3 

chapter. The chief thing for the partner who is short 
in the suit is to be careful to keep a small card of it. 
This has been explained in the chapter on "Un- 
blocking." 

Cards which are not re-entries ma}^ become such 
through unexpe(5led developments in the play. There 
is an example of this in No. 8 of the Self-players. 
Dummy tries to establish a long suit, in which the 
Dealer has three cards to lead. The adversaries hold 
up the command for two rounds, because they see 
Dummy has no re-entry. It is useless for the Dealer 
to lead a third round and establish a suit w^hich 
Dummy cannot get in to make, so he abandons it and 
leads the top of a J lo suit, in which the Dealer holds 
A K himself and intends to finesse against the Q. The 
second hand covers Dummy's J with the imperfecl; 
fourchette, Q 9. This unexpedledly makes the 10 in 
Dummy's hand good enough for a re-entr}^ card, so 
the Dealer returns to the abandoned suit and clears it, 
afterward making two tricks in it. 

A's hand in No. 26 is another example. His 10 of 
Diamonds would have become a re-entry if the Dealer 
had not held up the ace. 

The adversaries will frequentl}' see that if they play 
in a certain way, Dummy's re-entry cards may be 
taken out of his hand before the proper time comes tc 
use them. Holding up so as to kill re-entries in the 
suit itself has just been explained in connedlion with 
B's hand in No. 8. B's hand in No. 16 is another 
example of holding off to stop re-entering in the suit 



I04 FOSTER S BRIDGE TACTICS 

itself. B's hand in No. 25 is an example of taking 
Dummy's re-entry away from him before he gets his 
long suit cleared. In No. 32, A hopes to kill Dummy's 
Spade suit by forcing out his last trump, but the 
Dealer has unblocked it too carefull3\ 

There are man)^ cases in which cards Avhicli are not, 
properly speaking, re-entries, ma}^ be made so by .skil- 
ful play on the part of the Dealer, who sees both hands 
and knows what can be done. It is of the greatest 
importance that the Dealer should plan in advance for 
the making or preservation of re-entries. If he has 
the option of winning a trick in either hand, he should 
always win it in the one that will not want the high 
card for a re-en tr}'. A very common way of making 
re-entries is to play higher trumps than are necessary, 
in order to keep the smaller ones to lead to the other 
hand when the proper time comes to put it in the lead. 
Z's hand in No. 5 of the Self -players is a very good 
example of this. 

The Dealer's management of the Spade suit in No. 
9 has already been mentioned in the chapter on 
' ' Finessing. ' ' 

Sometimes the Dealer sees that a certain hand will 
require two re-entries: one to get in and lead the suit 
so as to establish it, the other to get in and make the 
suit after it is established. No. 19 of the Self- players 
is an instructive example of how^ this may be managed. 
It is a No-trumper, and Dummy has a very long suit, 
Q high. The Dealer has only one card of this long 
suit, the K,, and he is almost certain that the adversa- 



CARDS OF RK-ENTRY I05 

ries will not give up the ace on the first round. 
Dummy has no re-entries, his other suits being Q and 
one small, J and one vsmall, 10 and one small. The Q 
suit is led through in the opening of the hand, the 
Dealer holding A K and another. Instead of putting 
Dummy's Q on second hand, he wins B's J with the 
ace, and leads the K of Dummy's long suit. The ad- 
versaries hold up the ace, of course. The Dealer does 
not now make the mistake of putting Dummy in by 
leading back the adversaries' suit, because if he did 
the adversaries would see that Dummy's hand was 
dead and would win the next round of his long suit, 
so as to clear their own by forcing the Dealer's king. 
The Dealer holds A K of Dummy's J suit, and he sees 
that the only chance to make that J good for re-entry 
is to lead the vSuit at once. If the O is on the left, it 
will be put on to shut Dummy out. If the O is on 
the right, Dummy's long .suit cannot be made, no 
matter how the Dealer plays. He therefore leads a 
small card of the J suit and the Q goes up second 
hand, as he hoped. The original leader continues his 
owm suit, thinking his partner has the K, and Dummy 
gets in with the Q and establishes his suit. If the 
adversaries could then save the game b}- running, they 
would do so, but they want two more tricks, and they 
put the Dealer in the lead. He plays a small card to 
Dummj^'s J, afterward throwing away all his own aces 
and kings on Dummy's long suit, and winning the 
game. 

The manner in which re-entries are made out of 



Io6 FOSTER'S BRIDGE TACTICS 

cards which an average player would not have thought 
of is well worthy of attention. 

The Dealer's management of the Spade suit in No. 
25, throwing away the J on the first trick, so as to 
keep two small cards with the ace, has already been men- 
tioned in the chapter on ' ' Unblocking. ' ' He foresees 
that Dummy's only re-entry will be taken out of his 
hand immediately. Being unable to clear Dummy's 
suit after drawing the trumps, he is obliged to throw 
away six cards of it in order to keep the re-entries, 
which save two tricks in the end game. 

There are many cavSes in which it is better to keep 
the re-entries than the suit, so as not to risk losing 
both. Z's hand in No. 4 is an example, and B's in 
No. 25. 

The Dealer will sometimes keep re-entries in a cer- 
tain hand, not for the benefit of a long suit, but in 
order to get a lead through a certain player. Z's 
hands in Nos. 3 and 27 are examples. 

When a player holds an established suit, his partner 
having none of it to lead to him, it is very important 
that this player should not be allowed to re-enter with 
any inferior cards. No. 8 of the Self-players is a good 
example of such a position. A holds three established 
Diamonds, and his only possible re-entry must be in 
Hearts. B holds the ace of Hearts, and leads a small 
one on the chance that A can get in on that suit, 
Dummy having nothing higher than the 9. The 
Dealer holds the K and another, and promptly puts on 
the K so as to vShut out A if possible. If A has the 



CARDS OF RE-ENTRY I07 

ace of Hearts, nothing will stop the Diamonds; but 
he must not be allowed to get in with anything smaller 
than the ace. This saves four tricks. 

When it is evident that a certain hand will not be 
able to get into the lead again, it is important that any 
winning cards in that hand should be made at once, or 
they may be lost. This is frequently overlooked by 
the beginner, who holds up certain high cards, think- 
ing the adversaries will lead that suit later on; but 
they never do if they can avoid it, and the high cards 
have to be thrown awa)^ If it is important that one 
winning card vShould be kept in order to shut out a 
whole suit, that is another matter. Z's hand in No. i 
of the Self-players is an instance of making winning 
cards while in the lead, because the hand contains no 
re-entries. 



UNDERPLAY AND DUCKING 



Ci^oSEi<Y allied to the tadlics of re-entr}^ cards is the 
pradlice of holding up the commanding cards of certain 
suits. The stratagem is used in two ways, but its ob- 
ject is always the same, to make or to spoil re-entries 
in the suit itself. 

By holding up the command of the adversary's suit, 
it may be possible to take the lead away from him as 
soon as his partner's power to return the suit to him is 
exhausted, and he must then regain the lead himself 
if he can, and in some other suit. B)^ holding up 
the command of one's own suit it may be possible 
to keep the lead when the partner's powder to return 
it is exhausted, and so continue the suit and make 
every card in it, even if there is no re-entry in another 
suit. 

Holding up the command of the adversar3''s suit is 
usually called "underpla3^" Holding up the com- 
mand of one's own suit is called " ducking," and it is 
restridled entirely to the Dealer's vSide. The adversa- 
ries do not know enough of the position to duck any 
tricks, but they frequently underplay in the Dealer's 
suits. 

The importance of underplay is very little under- 
stood; an illustration may make its value clear. In a 
No-trumper the ace of Dummy's long Spade suit is 

xo8 



I'XDERPLAV AND DUCKING I09 

against him. The original lead is a Diamond, in which 
suit the Dealer holds ace and two small cards only, 
Dummy nothing. If the ace of Diamonds is played 
on the first trick and the Spade suit started, whichever 
adversary holds the Spade ace will win the trick and 
lead another Diamond, running off the whole suit 
against the Dealer. If the ace of Diamonds is held up 
until the third hand has no more of the suit, the Spade 
ace must be in the hand w^ith the long Diamond suit, 
or the Diamonds will never be heard of again. 

This position occurs in No. 8 of the Self -players. 
The Dealer passes two rounds of Diamonds and then 
starts his Spade suit. B holds the ace of Spades, and, 
seeing that Dumni}- has no re-entry, he holds up the 
ace until the Dealer cannot lead the suit any longer. 
This is underplaj'ing on both sides. 

Other examples of underplaying in the adversaries' 
suits until one of the partners is exhausted are: A's 
hand in No. 19; B's in 16, 23; Z's in 4, 8, 12, 18, 26. 

Some of the positions in these hands are instructive. 
In No. 12, which is a No-trumper, B leads the Heart 
Q up to Dummy's A 10 6. The K is put on B's Q by 
his partner. A, so the Dealer infers A is unblocking, 
holding only two of the suit. The Dealer refuses to 
play the ace from the Dumm}' until A shall return the 
suit with the only one he has remaining. This under- 
play saves two tricks, and enables the Dealer to win 
the game on the hand. 

In No. 16, Dummy has made it No-trump. He 
holds three Diamonds, to high, but leads a small one 



no FOSTERS BRIDGE TACTICS 

through B's A Q and two others. B passes, of course, 
for the reasons given in the chapter on second hand 
play against No-trumpers. The Dealer wins with the 
9, puts Dummy in on another suit, and conies through 
B with the lo of Diamonds. It is useless for B to 
pla}^ the Q, and if he gives up the ace, the Dealer will 
make ever}' Diamond in his hand, Dumm}" still having 
a small one to lead and re-entries in ever}^ suit. B's 
double underplay saves the game. 

In No. 26 the Dealer is obliged to underplay two 
different suits led by the adversaries. 

It is sometimes absolutel}^ necessary to refuse to 
underplay, especially on the opening lead, for fear the 
adversaries will shift to some dangerous suit after the}^ 
see Dummy's cards. In No. 15 of the Self-players 
the Dealer dare not hold up the command, for fear the 
third hand would take his partner's trick away from 
him and start a suit in which neither Dealer nor 
Dummy has anything. 

In No. 18 the adversaries are certain to shift if the 
Dealer does not win the first round of Hearts. If they 
do shift, the Dealer will never make another trick in 
the hand. 

It is useless to underplay after the objecT: of the 
play has been accomplished. The moment it is evi- 
dent that one .player is out of the suit, the command 
may as well be given up. A's hand in No. 19 is an 
example of this. On the second round he knows the 
Dealer has no more. Attention may again be called 
to Z's hand in No. 12. Also to No. S, in which many 



UNDERPLAY AND DUCKING III 

pla3^ers would have given up the ace of A' s suit one 
trick earher, trusting B to have onh^ two of the suit 
because he does not echo. 

Underpla3^ing the adversaries' suits is a confession 
of weakness on the Dealer's part. It shows he has 
not a clear field, and must be prepared to let one or 
other of them into the lead again on his own suits, 
because there is no necessity for him to underplay 
when the adversaries' suit can be stopped twice, or 
when he can win the game before they ever get into 
the lead again. 

Underplaying is always in the adversaries' suits. 
Ducking one's own suit is governed by a ver}^ simple 
rule: When it is evident that the adversaries must 
win a trick in a suit, the sooner it is given to them the 
better. 

This usuall3^ happens when there is no finesse in the 
suit, or when it is evident that no matter how the cards 
lie the suit cannot be established b}^ pla^nng the high 
cards first. Suppose there are eight cards in the suit 
between the tw^o hands, headed by the A K. Among 
the five cards out against this suit are the Q J lo. No 
matter how those three high cards are distributed, it is 
impossible to catch them all by plajnng the ace and K 
first. Such a suit exacftly fulfils the conditions for 
ducking; there is no finesse in it, and the adversaries 
must win at least one trick in it. The best way to 
manage such a suit is to lead a low card and to play a 
low card third hand, no matter what the second hand 
does. This leaves cards of the suit in both hands, and 



112 FOSTERS BRIDGE TACTICS 

the next time it is led it will establish itself, unless one 
adversary had four to an honour originally; even then 
his honour may be caught. 

No. 20 of the Self-players is a good example of the 
advantages of ducking. The only five-card suit that 
the Dealer has to play for in a No-trumper consists 
of A 10 9 7 6 in the dummy and 8 5 in his own hand. 
It will be seen that there is a complete sequence from 
the 5 to the 10 between the two hands, but the K Q J 
are out against the suit, and it is impossible to catch 
more than one of them with the ace. The Dealer leads 
a small card from the weak hand and ducks it, the J 
winning the trick fourth hand. He gets in again and 
ducks the second round, as it is still impossible to catch 
both K and Q with the ace after the second hand has 
played a small card. The Q wins the second round, 
fourth hand. As soon as Dummy gets in, he leads the 
ace and catches the K, making tricks with the 10 and 
7, and winning the game on the hand. 

In No. 28 the Dealer can take a finesse in either 
hand in two different suits, but does not know which 
adversary to finesse against in either. In his third 
suit he has no finesse possible and he must lose a 
trick, so he pl-ays that suit first, ducks it, and gives 
the adversaries the trick at once. This is the only 
trick they get in the entire hand. 

The manner in which the Dealer avoids giving the 
adversaries two tricks in some suits in which it would 
seem that they must make them is worthy of atten- 
tion. The Dummy holds A 9 7 5, and the Dealer, 



UNDERPLAY AND DUCKING II3 

who is in the lead, holds O 10 8 2, so that there are 
five cards out against the suit, K J among them. It 
has already been pointed out in the chapter on ' ' Fi- 
nessing ' ' that it is useless to lead a Q to an ace when 
neither hand holds the J, so the Dealer leads a small 
card. It can be demonstrated that of the seven possi 
ble positions of the K and J, vSecond hand having played 
a small card and the Dummy to play, five are in favour 
of Dumnn-'s ducking the trick and only two against it. 
These two adverse positions are: K and two small in 
A's hand, J and one small in B's; or; two small in A's 
hand, K J and small in B's. If A holds four of the 
suit to the K J, Dunim}" winsever}^ trick in it by duck- 
ing the first round, because an}^ of his small cards wnll 
hold the trick against B. 

It is a common failing to forget that the adversaries 
ma3^ refuse to win tricks which they can win. Sup- 
pose the Dunmn^ holds Q J 9 and several others of a 
suit in which the Dealer has A 10 only. The ace 
must be led first to unblock, and the 10 follows to 
force the K and clear the suit. But the player must 
not jump to the conclusion that the K will win the 10. 
Dummy must be careful to overtake the 10 with the J, 
so as to be able to continue the suit if the K is held 
up. Z's hand in No. 25 is an example of this. 

Ducking is compulsor3' when it will keep a danger- 
ous hand out of the lead. Suppose A has a long, 
established suit, and the Dealer is leading another suit 
through him. Dummy must duck that suit until it is 
established. If the Dealer's side must lose tricks in it. 



114 FOSTER'S BRIDGE TACTICS 

it does not matter how many of them B wins so that 
A is kept out of the lead. No. 20 in the Self -players 
is a good example of this. 

When there is a head sequence in the suit, such as 
K Q J or Q J 10, between the two hands, there is no 
necessity for ducking, as the high cards can be played 
until the command is forced out. Z's hand in No. 8 
of the Self -players is a case in point. ^ 

When there is a finesse, or the command can be 
forced by leading one of the second- and third-best, as 
in Z's hand in No. 18, there is no necessity for duck- 
ing. 

Sequences which are not head sequences may be 
used in combination with ducking ta(5lics. In No. 16 
the Dealer and the Dummy hold a sequence of 8 9 10 
between them, the K and J of the suit being against 
them. While holding up the ace and Q, it is not 
necessary to duck below this interior sequence, one of 
which must be played, so that if the K or J is not in 
fourth hand, the interior sequence will hold the 
trick. 

No. 28 is another example of the use of an interior 
sequence in combination wdth ducking. 

There are some special uses of underplay and duck- 
ing. A player holding the best card of a suit may 
lead a low card through the Dealer or the Dummy, on 
the chance that the third hand can get into the lead 
with an established suit. B tries this in No. 2 and 
No. 8. 

A player may prepare to underplay his partner by 



UNDERPLAY AND DUCKING IIS 

giving up a higher card than necessary on the first 
round of a suit, so that his partner maj' be left in the 
lead on the next round. B does this very successfully 
in No. 3. 

The Dealer may underplay, not because he wants 
the adversaries to go on with a suit until one is ex- 
hausted, but to coax them to change it. This Z does 
in No, 31. He is confronted with the old problem of 
how to make five bj- cards and the game on a Diamond 
make. He sees that if he wins the first trick he must 
put Dumni}^ in on another suit, so that Dummy may 
lead his only trump for the Dealer to finesse the first 
round. The Dealer holds A Q J 10 3 of trumps, and 
as Dummy has only one there are seven out against 
him. If the finesse succeeds, he must lead the ace 
next, and even if he catches the K he gains nothing, 
as that would leave three trumps on his left and they 
must bring in the suit first opened, of which the Dealer 
has cards enough to let the adversaries save the game. 
If the K of trumps is not caught on the second lead 
it will bring in the adversaries' suit after the third 
lead. 

The Dummy has no more of the suit first opened, 
and if the Dealer holds up the ace of it he sees that 
the Leader wnll naturally shift, so as to prevent the 
Dummy trom making a losing trump. No matter 
what suit the Leader now tries, the Dummy will get 
in and start the trumps while the Dealer still holds 
control of the adversary's suit, so that he can well 
afford to give up this trick and one in trumps. This 



it6 FOSTKR'vS BRIDGJC TAC'IMCS 

underplay wins the game, which would otherwise be 
impossible. 

B's play in his partner's suit in No. 29 is more like 
an eleven-rule finesse than underplay, because the ob- 
jecft is to catch the honour exposed in the dummy. 



THE CHOICE or SUITS 



The foregoing examplCvS of the manner of playing 
certain suits so as to get the best possible results out of 
them by finessing, underpla}-, and making cards of re- 
entry, naturalh' leads to the consideration of the choice 
of suits to play for. The selection of the suit which 
promises the best results in tricks is an important part 
of the game. 

This choice is confined entireh^ to the Dealer, because 
the adversaries have to open the hand on general prin- 
ciples, not knowing whether or not they will find an)- 
support in the partner's hand. The Dealer sees both 
hands, and knows the possibilities of every suit. His 
knowledge of the ease or difficulty of getting any suit 
established or bringing it in should dicftate to him 
which suit it would be best to play for, or what to 
play for first. The elements that go to make a suit 
valuable are: its length and high cards, its being sup- 
ported by trumps or re-entries, and the way in which 
it is distributed between the two hands. " 

It is always to the Dealer's advantage to play for 
the suit in which he has the most cards between the 
two hands. If there is not much to choose between 
two suits, he should seledl the one that is better sup- 
ported by cards of re-entry. An unequal distribution 
of the cards between the two hands, such as six in one 

117 



Il8 FOSTER'S BRIDGE TACTICS 

hand and two in the other, is alwa5^s better than an 
equal division, such as four in each hand. In the one 
case it is possible to make six tricks in the suit if it can 
be established, in the other it is impossible to make 
more than four. 

It is often difficult to establish a suit of less than 
eight cards between the two hands, and to start a suit 
of six only will certainly establish it in the hands of 
the adversaries, no matter how the cards lie. A suit 
longer in one hand than in the other is especially valu- 
able in a trump declaration, because the hand that is 
shorter in the suit can discard its losing cards of other 
suits. 

Some players push this seledlion of the longest suit 
so far that in a No-trumper they would open a suit of 
eight cards headed by a single honour in preference to 
one of .six cards headed by three or four honours. 
Holding six of the suit in one hand, J high, and two 
in the other hand, accompanied b}^ A K Q of another 
suit, if the long weak suit is opened, two rounds will 
almost certainly establish it, and the A K Q suit will 
get the player into the lead several times. If the 
A K Q suit is led first, the suit of eight cards to the 
J is dead. 

There may be secondary considerations which will 
enter into the choice of suits. After counting the 
cards between the two hands and finding one suit 
longer than another, it may be observed that this par- 
ticular suit would be better led from the other hand, 
or that it is better first to take advawtage of a finesse 



THE CHOICE OF SUITS II9 

or to establish a re-entry in a shorter suit. It is not 
advisable to establish a suit at once if the hand holding 
it will eventually have to lead cards from another suit 
to its great disadvantage. The better plan in such a 
case is to lead the other suit first, if the lead is 
in a favourable position, and play for the long suit 
afterward. 

One of the most important rules for the Dealer to 
remember in choosing suits is to conceal his strength as 
long as possible, because the adversaries, not suspecft- 
ing it, may unguard the suit which has not been shown. 
This will prompt the Dealer, whenever possible, to play 
for the suit that is shown in the Dummy, in prefer- 
ence to the one 'that is concealed in his own hand. 
With two suits nearly equal in value or in possibilities 
for finessing and establishing, the one shown in the 
Dummy should always be chosen. 

Without going into elaborate details of the entire 
hand and the opening lead, it is difficult to give illus- 
trations of how these principles are carried out in 
practice, but in the Self-pla5dng cards there are many 
excellent examples. 

Choosing the suit which is longer in the two hands: 
Z's hands in Nos. i, 15, 18, 19, 21, 23, 25, 27, 28. 

Choosing the suit which is shown in the dummy: 
Z's hands in Nos. 12, 13, 14, 20, 21, 28. 

Postponing the play for the longest suit until the 
right hand can get into the lead, so as to open the suit 
to the best advantage: Z's hands in Nos. 2, 16, 29. 

Choosing the suit which is unequally distributed, 



I20 FOSTER S BRIDGE TACTICS 

when there are two of equal length: Z's hands in Nos. 
I, 20. 

When the right hand cannot get into the lead, the 
suit which is longest between the two hands must be 
played for, even under the disadvantage of opening it. 
For an example of this see Z's hand in No. 4. 

Z's hand in No. 28 is an example of choosing a suit 
in which a trick must be lost rather than guessing 
which of the other suits to lead and take a finesse. 

No. 20 presents a good example of a double reason 
for the selection of a certain suit. It is unequally dis- 
tributed and it is shown in the Dummy. 

In No. 26, Z does not lead the longest suit between 
the two hands, nor the one shown, but plays the suit 
in which he can win four successive tricks. His obje(5l 
is to force the adversaries to discard some of his long 
but concealed suit, if he can, so as to clear it more 
easily when he does lead it. 

In No. 6, Z establishes a short suit before touching 
his longest suit, so as to be sure of getting the extra 
tricks which are necessary to win the game on the 
hand. 

The shorter suit may be sele(5led if it can be estab- 
lished by a successful finesse, or if it is already estab- 
lished, because leading such a suit will often compel 
the adversaries to unguard the other suits, or to show 
the Dealer on which side it would be safest for him to 
take a finesse. This is what Z does in No. 26. 

If two suits were originally of equal length, and the 
adversaries discard one of them, that suit becomes the 



THE CHOICE OP SUITS 121 

longer, because there are fewer cards out against it. 
Z's hand in No. 28 is an instance of this. 

A careful study of these examples will convince any 
person that the advantages of playing for the suit 
shown in the Dummy are man}- and obvious. In No. 
14 of the Self-players, for instance, if at trick 3 the 
Dealer starts the Diamond suit, which is long in his 
own hand, he must duck the first round, and he 
cannot possibh* win more than two by cards on the 
hand if the adversaries play well. Instead of this, 
he continues to pla}' the suit in which Dummy's 
strength is shown on the table, putting himself in on 
the Heart suit when it is necessary to lead to the 
Dummy again, but never touching the Diamonds until 
the right moment comes. This gives him a little 
slam. 

The adversaries may occasionally have to exercise 
some judgment in the choice of suits with which to 
continue, the suit selecled for the opening lead being 
abandoned. Several examples of this have been given 
in the chapter on shifting. In No. 5 of the Self- 
pla^^ers, A is in difficulties at trick 5, and must choose 
between three different suits, each of which presents 
some advantages and disadvantages. If he leads the 
Club, Dumni}' will trump with a small Diamond, and 
a cross ruff will clear the Dummy's long Heart suit in 
two rounds. But if B'has a trump left, Dumni}' will 
have to use a trump to draw it, and that will exhaust 
Dummy's power to bring in the Heart suit after it is 
established. If A leads the Heart, he gives the Dealer 



122 FOSTER'S BRIDGE TACTICS 

a ruff without hurting the Dummy's hand at all. If 
he leads the Spade, he gives up the advantage of an 
evident tenace over the Dealer. His choice is finally 
brought down to returning the Club as most likely to 
save the game if B has a trump left. 



COMBINING THE HANDS 



The peculiar advantage that the Dealer holds in 
Bridge is that he is able to plan in advance for a cer- 
tain line of play, which he sees can be carried out by 
the two hands working in combination. The principal 
idea in the theory of combining the hands is, that a 
combination which is divided between them should be 
played as if it were all in one hand. 

The simplest illustration of carrying this principle 
into practice is to be found in the opening leads. With 
any sequence of high cards in one hand, such as A K Q, 
K Q J' Q J lO' ^^^^ ^f t^^ sequence should be led 
or played for the first round of the suit. Apparently 
it does not matter which hand leads the suit, but in 
reality it is always better for the lead to come from the 
hand which does not hold the high cards, especially if 
the sequence is not headed by the ace. Suppose the 
high cards are K Q J. If the K is led from this com- 
bination, the ace is sure to win it, and the Q J are the 
onl}^ tricks possible in the suit. If the suit is led from 
the weak hand to the K Q J, the ace may be played 
second hand, and then it will be unnecessary to part 
with any of the sequence, all three of which will be 
good for tricks. 

In the same way, if the high cards are divided be- 
tween the two hands, no matter how, perhaps K J in 

123 



124 Foster's bridge tactics 

one hand and Q in the other, it is never necessary to 
lead one of the high cards from either hand, because 
if the small card is led it will be time enough to play 
one of the high cards third hand if the second hand 
does not put up the ace to shut it out. 

Z's hand in No. i6 of the Self-players is an example 
of this elementary principle in combining the hands. 

In every case in which all the high cards are in one 
hand, it is for the best interests of the combination 
that the weaker hand should lead. In studying the 
best manner of combining the Dummy's hand with his 
own, the Dealer should strive so to arrange matters 
that the lead will come in this wa}^ By leading a 
small card to the hand holding K Q, for instance, if 
the ace is put on second hand, both K and Q are good 
for tricks. If it is not put on, and the Q holds the 
trick third hand, the K is also good for a trick if the 
weak hand can lead the suit through the ace again. If 
the ace goes up the second time, the K is good. If it 
does not, the K will win the second round. Two tricks 
can be made out of a Q J lo combination in the same 
way, unless both ace and K are in the fourth hand. 

If one hand holds a single honour, such as the K, 
no honour in the weaker hand, the only possible way 
to make a trick with that K is to lead to it, hoping the 
ace is in the second hand. If the hand that holds the 
K has to lead the suit, he must lose the K, no matter 
where the four other honours are. Knowing this fa<5t, 
the adversaries will naturally try to compel a player 
especially Dummy, to lead from suits in which the 



COMBINING THE HANDS 1 25 

only honour is the K. No. 23 of the Self -players is a 
good illustration of this. 

In all combinations with which the player may be 
planning to take a finesse, such as A Q J, K J 10, or 
A J 10, it is essential that the weaker hand should 
lead, whether the combination is divided or not. With 
A J in one hand, Q in the other, the Q hand must be 
in the lead, or there is no finesse possible. 

Almost all the combination pla}' s which are studied 
out by the Dealer's side have for their objecft the plac- 
ing of the lead in a particular hand, and usually for 
the purpose of giving the other hand some advantage, 
either in finessing or in ducking. 

In the Self-playing Cards there are a great many 
examples of so arranging the pla}^ that one hand shall 
be in the lead at a certain time, so as to give the other 
hand an opportunit}" to finesse. See Z's hands in Nos. 
I, 2, 7, 10, 16, 18, 20, 22. 

In man}' of these hands the Dealer must be able to 
see some distance ahead, in order to judge how the 
pla}^ should be arranged for the best interest of the 
combined hands. In No. 2, for instance, Z is in the 
lead, and has the choice of two suits of equal length to 
to play for — Spades and Clubs. In Spades he has A K 
and three others in his own hand, Q 10 and another 
in the dumm3\ In Clubs, A J and another in his own 
hand, Q and four small in the dumm3^ The Club is 
the suit shown in the dummy, and is the suit that 
needs establishing, but the lead is in the wrong hand 
to lead Clubs, so he begins with the Spades. But 



126 Foster's bkidgk tactics 

observ^e how he manages these Spades so as to provide 
against the contingency of faihng to catch the J in 
three leads. 

Instead of leading the small Spade first, winning 
with the Q and returning the suit, taking it for granted 
that the J will fall and enable him to make all five 
tricks in the suit, the Dealer sees that he must lead the 
high cards from his own hand first, letting Dummy 
win the third round with the Q, so that if the J does 
not fall, the right hand will be in the lead to start the 
Clubs and give the hand holding A J an opportunity 
to finesse. 

Another example of planning in advance for the 
play of the combined hands is No. 22. There are 
only seven tricks in sight betvv^een the two hands, but 
the Dealer wants 10 to win the game in Hearts. His 
plan is to establish the Club suit by ruffing it out; that 
is, leading small cards, on which the adversaries must 
play higher ones, and by trumping the trick third 
hand until the adversaries have no more of the suit. 
When the Dummy trumps Clubs he can lead trumps, 
and if the Dealer can escape from being forced twice 
himself in another suit, Diamonds, he can win the 
game on the hand easily if the Clubs are equally 
divided, so that they all fall in three rounds. This 
plan must win the game, even if he finds A Q of trumps 
on his left and both his finesses in trumps fail; but 
the adversaries find the weak spot in the armour and 
give him the two forces in Diamonds which he dreads, 
saving the game. 



COMBINING THE HANDS 1 27 

No. 5 is another instance of planning in advance to 
establish a long, weak suit b}^ ruffing it out, at the 
same time carefull}^ preserving a small trump with 
which to put the hand into the lead when the suit is 
established. The whole scheme is ver}' cleverh' car- 
ried out, especiall}^ the re-entr}' trump. 

It will sometimes be necessary to plan for the sacri- 
fice of winning cards in one hand for the benefit of a 
long suit in the other hand, when it is impossible to 
make both. Z's hand in No. 19 is a good illustration 
of this. 

There are many cases in which the Dealer must be 
thoroughly familiar with the possibilities of the com- 
bination of the hands in order to protedl himself when 
a suit is led by the adversaries. The difference in the 
play with a trump or without a trump depends chiefly 
upon the differences in the original leads from suits 
headed by the ace. 

With the K only once guarded second hand, no 
honours in the fourth hand, the Dealer should always 
pla3' the K on a small card led at No-trump, but never 
with a trump; because with a trump, if the ace is not 
led, it must be in the third hand, and to play the K 
second hand would be to throw it away. 

If the J and two others are in the fourth hand, the 
K and one small in second hand, the K should never 
be played; because if the ace is in the third hand and 
Q 10 in the Leader's hand, the adversaries will make 
every trick in the suit if the K is put on the first time. 
If a small card is played the first time, letting the lead 



128 FOSTER'S BRIDGE TACTICS 

come up to the twice-guarded J, either that card or the 
K must make a trick, no matter how the A Q to are 
distributed or how the adversaries play them. 

At No-trump a singly guarded Q should be played 
second hand on a small card led, because that is the 
best chance to make it. If the K is twice guarded in 
the fourth hand, putting up the singly guarded Q 
second hand is the best chance for two tricks in the 
suit. If there is nothing in the fourth hand, it is quite 
possible that the Leader holds both ace and K. If the 
J is in the fourth hand, the Q should never be played if 
the J is twice guarded; because Q in one hand and J in 
the other, either of them twice guarded, must stop the 
suit if neither of the high cards is played second hand. 
Z's hands in Nos. 20, 29 are illustrations of this 
principle. 

With a declared trump, it is useless to pla}^ the Q 
K or J second hand under any circumstances on a 
small card led, as the ace at least must be in the third 
hand. 

When the combination of A Q is divided, if it is the 
Q that is led through, the best chance for two tricks in 
the suit is to play the Q if there is only one small card 
with it. If there are two small cards with the Q, it is 
better to play small. If it is the ace that is led 
through, the Q being guarded in the fourth hand, the 
lead should be allowed to go up to the Q. 

If the 10 is in the same hand with the ace, and the 
Q is led through, the Q should not be played second 
hand, even if it has only one small card with it. If 



COMBINING THE HANDS 1 29 

third hand plays the K, the ace wins it, and the Q lo 
are ten ace over the lyeader'sj. If third hand plays 
the J, the ace wins it, and even if the K catches the Q, 
the 10 is good for the next trick. If the Leader holds 
both K and J he never takes a trick with either of 
them. 

With A J in one hand, K in the other, or A K in 
one hand, J in the other, if the J is led through, it 
should not be played; because if the Q is in the third 
hand, the J is simply thrown away. 

Trumps or No-trumps, with A Q second hand, no 
honour in the fourth hand, the Q should be played, as 
the best chance for two tricks in the suit, especially if 
the Dealer wants the lead at once. If the J is in the 
fourth hand, the trick should be passed up to the J. 

With any two honours in .sequence, the general 
principles of second hand ^lay should be followed, as 
explained in the chapter on that subject. If the two 
honours are divided, such as K in one hand and Q in 
the other, it is not necessary to play the honour second 
hand unless it is only once guarded. If neither 
honour is higher than the Q, it should not be played 
even then, as already explained, but with K and Q, if 
the K wins the first trick, the ace kills the Q next 
time. If the Q is put on, it may hold the trick, and 
the K is still guarded. With such sequence as Q J 10, 
if all in one hand, one of the high cards must be 
played. With K J lo, it is usual to finesse the J 
second hand if the Dealer holds them ; the lo if 
Dummy holds them. If the combination is divided, 



130 Foster's bridge tactics 

let the trick go to the fourth hand, no matter what he 
holds. 

There are cases in which these rules must be de- 
parted from if there is more to be gained in some 
other way. In the Self-players, No. 26, Z does not 
pla}^ the Q second hand, because it is more important 
for him to get B out of the suit than to speculate on 
making two tricks in it himself. 



ESTIMATING POSSIBLE TRICKS 



The Dealer's knowledge of the difficulties of estab- 
lishing a suit, the dangers of finessing, and the doubt- 
ful value of re-entry cards, naturall}' modifies any 
estimate he ma}' put on the trick-taking possibilities 
of a hand, especially at No-trump. But with a thor- 
ough knowledge of these tactics, and of what can be 
done by playing the hands in combination, he should 
be able to form a very fair idea of his chances to win 
the game as soon as he sees the opening lead and the 
Dummy's cards. 

In every hand a definite number of tricks are self- 
evident, and may be called certain if the hand is 
played in a particular wa}' . B}^ departing from this 
line of play, there is always a chance to wdn or lose 
more than this certainty. It is of the greatest im- 
portance that these estimates of what is certain and 
of what is possible should be made in every hand, be- 
cause it is the guiding factor in playing to the score. 
If the game can be won to a certainty by the tricks in 
sight, it may be possible to get one or two more tricks, 
which will increase its value. If there are not enough 
tricks in sight to win the game, it may be possible to 
vSee that any further tricks can be won only in a cer- 
tain w^ay, or the chance of winning them maj^ be a 
double one, developing as the hand proceeds. The 

131 



132 - FOSTER S BRIDGK TACTICS 

risks attending any line of play must then be consid- 
ered. Anything which may win the game and cannot 
lose it is legitimate, but to take a risk which may lose 
the game and cannot win it is foolish. 

The simplest way to estimate the trick-taking value 
of a hand, especially in a No-trumper, is to count up 
the sure tricks, the Dealer reckoning from the time 
that he will be in the lead himself. Sure tricks are 
those which could be claimed if the hands were ex- 
posed and played double dummy. The Dealer should 
then examine the position carefully, to see in which 
suits it is possible to get more tricks and in which it 
is not. By dismissing the impossible suits from the 
calculation the problem is simplified, and it is not un- 
likely that some way may be found to make a trick or 
two in a suit in which they are not at first apparent. 

Estimating the number of tricks possible is usually 
much vsimpler in a trump declaration than in No- 
trump, because the trumps are such a powerful fa(5lor 
in controlling the lead. Suppose the Dealer makes it 
a Heart, with five of them to three honours, a guarded 
K of Clubs, three Diamonds to the 10, and three 
Spades to the Q. The Club ace is led, and Dummy 
has only two small Clubs, ace and two small trumps, 
A 10 and three small Spades, Q and two small Dia- 
monds. 

The second round of Clubs the Dealer wins. That 
is one trick. Four trump tricks are certain — five if he 
can catch the J in three leads, and the ace of Spades. 
There are only six tricks certain in the combined 



ESTIMATING POSSIBLE TRICKS 1 33 

hands. What chances are there to get the ten tricks 
that are necessar}^ to win the game ? The first and 
best chance is that the J of trumps will fall. To set- 
tle this, trumps must be led three times and no finesses 
taken. In Clubs, any further tricks are impossible 
except b}' trumping the suit, and those tricks have 
alread}^ been counted as trump tricks. A trick in 
Diamonds is out of the question if the adversaries are 
good players. There is nothing left but the Spades. 
With his knowledge of how such a distribution of the 
suit between the two hands should be pla3'ed so as to 
get the most out of it, the Dealer sees that he must be 
in the lead on the last round of trumps, so as to lead 
Spades from his own hand. He also knows that the 
only way to get four tricks out of such a suit is to 
duck the first round. If the adversaries run off to the 
Diamond suit, they save the game; but that is not 
probable unless A K are both in one hand. If they 
lead another Club, the Dealer wins the game. This 
is the only chance, and it must be taken. 

Here we have all the elements of a simple problem 
easily solved. The Dealer wants four more tricks 
than the combined hands are worth on their faces. 
He can get one of these four if he can drop all the 
trumps in three leads, and he can get them all if he 
ducks the first round of Spades and establishes the 
suit on the next round, taking the chance that the ad- 
versaries will not shift when they win the first Spade 
trick. How this plan worked out in pradlice will be 
seen in No. 7 of the Self-playing Cards. 



134 FOSTER'S BRIDGE TACTICS 

Further examplCvS of estimating the number of trickvS 
necessary to win the game on the hand with a Heart 
make will be found in Nos. 9, 11, 17, 21, 22. 

The difficulty of winning the game in one deal with 
a Diamond make is well known. In No. 5 the Dealer 
sees that in order to get eleven tricks on the hand he 
must make all his trumps separately, and either estab- 
lish a trick in Dumm3''s long suit by ruffing it out 
three times or get one of his own guarded kings led 
up to. The opening lead is a singleton trump, which 
shows that the I^eader holds tenaces in all the plain 
suits, so that there is very little hope for au}^ of Z's 
kings; therefore, the attention must be concentrated on 
establivShing Dummy's suit, sacrificing the kings to 
do so. 

No. 10 is another example of playing for five by 
cards in Diamonds. The only possible way to do it is 
to put Dummy in twice, so as to give the Dealer a 
double finesse in the trump suit. If this finesse fails, 
the game cannot be won on the hand b}^ any method 
of play. 

No. 13 is an example of counting up the probable 
tricks in a No-trumper. There are only six sure 
tricks in sight. To get any more, the Dummy must 
be given the opportunity to take a double finesse in 
Hearts. Even if one of these finesses loses, the game 
can still be won if the other succeeds. If the adver- 
saries discard Diamonds on the established Hearts, the 
Dealer can make a little slam. This is an example of 
playing for a double object : to win the game on the 



ESTIMATING POSSIBLE TRICKS 



135 



hand, and to make more on a game which the Dealer 
is ahnost certain of winning. 

The winning or losing of so many games depends 
on the success or failure of a finesse in a certain suit, 
that it is to this finessing that the Dealer must look 
for the tricks which are not on the face of the cards. 
Examples of this will be found in Nos. 9, 10, 11, 13, 
21, 22, 29. In each of these the play of the whole 
hand is so arranged as to get the opportunity to finesse 
to the best advantage. 

As next in importance to finessing, the probability 
of clearing up a suit in a certain number of leads 
should be considered the most effective fadlor in 
getting extra tricks. Examples of this will be found 
in Nos. 7, 10, 22. In these the Dealer devotes himself 
to clearing up a suit before anything else. 

In Nos. 9, 13 the Dealer sees that it is possible to 
get a little slam if a certain card is in a certain hand ; 
so he pla3'S as if it were in that hand, because if it is 
not, his play makes no difference. 

Sometimes the Dealer sees that the game cannot be 
won, and devotes himself to making or saving as many 
tricks as possible. Nos. 15, 23, 26 are examples of 
this. 

A few illustrations of the manner in which the 
Dealer maps out the play of a hand in advance, and 
counts up how many tricks that line of' play will 
probably yield, will show the principle which is com- 
mon to all. 

In No. 9 of the Self-players, Hearts are trumps, 



136 FOSTER'S BRIDGE TACTICS 

and Dummy is in the lead for the third trick. The 
Dealer's plan is to lead a Spade as if he intended to 
finesse it, but really intending to overtake it in his 
own hand, so that he can take out two rounds of 
trumps. He will then lead a suit which Dummy can 
ruff high enough to prevent his being over-trumped, 
and Dummy will draw the rest of the adversaries' 
trumps. Another vSpade from the Dummy puts the 
Dealer in, and on the Dealer's established Club suit 
all the Dummy's losing cards can be discarded, making 
a little slam on the hand. 

No. 2 1 is a good illustration of weighing the results 
of various lines of play when there is a choice, and 
counting up the loss or gain in tricks that may ensue. 
The Dealer would like to refuse to trump the first 
trick, which would compel the adversaries to shift, in 
order to prevent the Dummy from making a losing 
trump. If they shift, they will lead up to one of the 
Dealer's guarded kings. But which suit will they 
lead? The Dealer know^s they wall lead through 
Dummy's strength in preference to his weakness, and 
in that suit there are ten cards between the tw^o hands, 
so that one adversary has one only, or perhaps none, 
and he may ruff the second round. This little trump 
and the two black aces that they hold up will save the 
game if the Dealer does not trump this trick, so he 
decides to give up the possible advantage of having a 
king led up to, in order to win the game on the hand 
if he can. He sees that if he can catch the K of 
trumps by successful finessing he can still win the 



ESTIMATING POSSIBI.K TRICKS 1 37 

game, even though both the black aces make against 
him. In spite of all this careful planning, the Dealer 
loses two by cards instead of winning the game, but 
that does not detract from the merit of his perception 
of how the hand should be played. 

There are many cases in which the counting up of 
the tricks possible must he postponed until the play 
has been developed and the position of the opposing 
strength has been shown. It is in such situations that 
the Dealer must alwaj^s take a second look at the 
score to see what is best to be done. In No. 20 it is 
only at the twelfth trick that the decisive play has to 
be made. 

In No. II, at the eighth trick, the Dealer sees that 
if he over-trumps he must eventually lead away from 
a second-best guarded and lose two tricks, just missing 
the game by one. If he leaves the lead where it is, 
there is a possibility that the player has no Diamond to 
lead to his partner, and will be compelled to let this 
guarded second-best make a trick. If he has a Dia- 
mond, it is impossible for the Dummy to make any- 
thing but his three trumps, which he can do at any 
time. The Dealer takes the chance, and wins the 
game. 

It is sometimes necessary for the adversaries to count 
up carefully the number of tricks that a certain line of 
play ma}^ win or lose. This is possible only when the 
play of the hand is a little advanced and the Dealer's 
plans are apparent. 

In No. 9 a player with A's cards would naturally 



138 FOSTER'S BRIDGE TACTICS 

try to give his partner a chance to over-trump the 
Dummy at trick 4. But a careful review of the situ- 
ation would show him that the trick which might be 
gained by over-trumping, or the inferior honour in 
Hearts which might be made good if the Dummy 
trumped high enough to shut him out, would not be 
enough to save the game, because the Dealer has an 
established suit of Clubs, the Spade ace to get in with, 
and the trump strength to support him. A sees that 
in such a position it is probably too late to force, and 
the only chance to save the game is to trust B for 
something in the unplayed suit, Diamonds. 

After winning the first trick in No. 10, B figures 
that if he can get a lead through Dumm3^'s Club Q he 
will make two or three Club tricks, another in Hearts 
and one in trumps, which will save the game to a cer- 
tainty. If he does not get the lead through the Club 
Q, the Dealer will discard all his losing Clubs on 
Dummy's long Spade suit and win the game. To pre- 
vent this, B leads the Club K, holding A K J, and 
then returns his partner's suit,^so as to put him in and 
get him to lead a Club through the Dummy's Q to B's 
A J. 

In No. II, at trick 5, B knows that his partner still 
holds a trump, and that the Dealer has no more 
trumps, and has no re-entry for his long, established 
Spade suit. Dummy has the best trumps and two 
Spades to lead. By leading Spades at once and put- 
ting the Dealer in, B hopes to save the game if his 
partner can trump the second or third round of Spades. 



ESTIMATING POSSIBLE TRICKS 1 39 

Kveii if he cannot trump until the fourth round, 
Dummy will have to over-trump, and the game is saved, 
becaUvSe Dummy has no winning cards in his own hand 
except the trumps, and the Dealer has nothing but 
Spades. 

Unfortunately for B's plan, the Dealer is equally 
alive to the situation when the pinch comes, and not 
onl}^ refuses to let Dummy over-trump, but gets rid 
of all Dummy's losing Diamonds, and so wins the 
game after all. B's plan is well thought out, never- 
theless, and is the only correcft play in such a position. 

The adversaries should always ask themselves what 
the Dealer's reasons probably are for certain peculi- 
arities in his play. This will sometimes enable them 
to see what tricks he is counting on, and will help 
them to count up what they have to expe<5l, and a(5l 
accordingly. 

In No. 17, for instance, Dummy will not trump 
Clubs. B infers that the Dealer's intention is to 
trump the third round himself, preserving all the 
trumps in the dummy, which are Hearts, to make the 
Spade suit. If the Spades were already established 
between the two hands there would be no need for 
this hesitation about trumping, because if the trumps 
fall evenly the Dealer should have the game in his 
hands. If they do not fall evenly he cannot possibly 
make more than four trump tricks, no matter how he 
plays. All this is very clear to B, and from it he in- 
fers that his partner. A, must have the Spade suit 
stopped with either ace or K. His best plan to save 



140 Foster's bridg:b tactics 

the game seems to be to lead the Spade, of which he 
has only one, which will give him a chance to ruff the 
second round and save the game. This careful con- 
sideration of the reasons for the Dealer's play and the 
inference that Dummy's suit is not established not 
only saves the game, but makes the odd trick for B's 
side. If B leads anything but a Spade at this point 
the Dealer wins three by cards easily. 



THE MANAGEMENT OF TRUMPS 



In making a trump declaration the Dealer alwa3'S 
has in view the several uses to which trumps ma}^ be 
put. These are: to make tricks in the trump suit 
itself, to ruff the adversaries' winning cards, to trump 
his own or the Dummy's losing cards, and to get the 
lead into the right hand at the right time. 

The adversaries' uses for trumps are much simpler. 
It is verj^ rarely that they lead trumps originally if 
neither of them has doubled the make. The excep- 
tional cases are those in which the Leader has no suit 
w^hich can be opened advantageously. If the Leader 
has tenace in all the plain suits, and the strong hand 
is on his right, he may lead the trump so as to put 
that player in, and take advantage of him in playing 
second hand on his plain suits. A's hand in No. 5 of 
the Self-playing Cards is an example of such a posi- 
tion. 

If one of the adversaries has doubled, his partner 
should avoid leading trumps when the maker of the 
trump is on his right, because that would be leading 
through his partner up to the declared strength in the 
maker's hand. Apart from doubling, if the maker of 
the trump can be led through, it is frequently to the 
advantage of the adversaries to play trumps, especially 
if the Dealer's side has been in the lead and has not 

141 



142 FOSTER'S BRIDGE TACTICS 

led trumps, because the objedl must be to make some 
of the trumps .separately, and by leading trumps 
through the hand which is strong in trumps this plan 
may be upset. 

There is no such thing as a signal for trumps in 
Bridge. When to lead trumps must, therefore, be 
entirely a matter of individual judgment. 

In pla3nng against trump declarations it is always to 
the advantage of the adversaries to make use of their 
small trumps before the Dealer gets into the lead and 
draws them. There are many cases in which a watch- 
ful player can see that his partner is inviting a ruff; 
if he leads up to a strong suit in the Dummy hand, 
for instance, or returns the Dealer's suit, or changes 
suits without apparent reason. 

No, 17 of the Self-players is a good example of play- 
ing to save small trumps before the Dealer gets into 
the lead. B leads right up to Dummy's strong suit, 
although he must know that the Dealer holds either 
ace or K of it, because with both those cards A would 
have opened the hand with one of them, so as to get a 
look at the dummy. A cannot risk leading his own 
singleton before returning the suit, for fear the advan- 
tage of the position should be lost. 

It is alwa^'S an advantage for the weak hand to 
make a losing trump, but it is sometimes a great dis- 
advantage for the strong hand to ruff, because it may 
break up the effective .strength of the hand as a whole. 
For this reason, when the adversaries cannot make 
their trumps b}^ rufhng, it should be their object to 



THE MANAGEMENT OE TRUMPS I43 

force the strong trump hand as often as possible, so 
that he will be unable or unwilling to draw their 
trumps after being forced to part with some of his own. 
An established suit is of no use to the adversaries 
while the Dealer holds any trumps to stop it, and the 
vQvy best use they can make of such a suit is to force 
his trumps out of the way, without wasting their own 
trumps at the same time. 

* ' Forcing ' ' is compelling a player to trump when he 
does not wish to do so. ' ' Ruffing ' ' is giving a player a 
chance to trump when it will be to his advantage to 
do so. 

No. 22 of the Self-playing Cards is a good example 
of the manner in which a strong trump hand may be 
broken up by being forced. The Dealer holds eight 
trumps between the two hands, and Dummy can lead 
trumps to him a second time after ruffing off his long 
suit and getting it established. There are only three 
trumps on the Dealer's left, yet these three outlast the 
Dealer's five, kill his long suit, and save the game. This 
is accomplished by the original Leader's persistently 
forcing the Dealer every time he gets into the lead. 

The position in this hand is lnstru(5live. The Leader 
knows on the first trick that either his partner or the 
Dealer has no more of the suit, so he leads it again for 
the purpose of either allowing his partner to save a 
losirg trrmp or forcing the strong trump hand. When 
he gets in again he continues the force, although he 
has a tempting singleton Spade in his own hand and a 
small trump which he would like to make. If A tries 



144 FOSTER'S BRIDGE TACTICS 

the Spade the two forces which he may afterward give 
the Dealer will not hurt him in the least, because the 
lead of the Spade, instead of the continued force, 
allow^s the Dealer just time enough to get his hand 
cleared, so that he is perfe(5lly willing to be forced, and 
can win the game in spite of an5^thing the adversaries 
can do. 

In trying to force the strong trump hand the adver- 
saries must be careful that the w^eak hand shall not be 
able to take the ruff. In No. 23 of the Self-players, B 
sees that the Dealer's obje(5l in passing the first trick 
is to get the suit led again, evidently wath the inten- 
tion of ruihng it in the weak hand. To prevent this, 
B takes the trick away from his partner and leads two 
rounds of trumps immediately, so that the weak hand 
shall not get the ruff. 

It is often good play to lead a trump when it is evi- 
dent that the weak hand will ruff a good suit. If the 
ruff cannot be prevented altogether, it is sometimes 
possible to draw one of the trumps so that the player 
shall not make them both. No. 21 of the Self-players, 
B's hand, is an example of this. 

In No. 24, B avoids forcing his partner, although he 
may have a losing trump to make, because it would 
compel him to lead to his disadvantage after taking 
the force, and would not hurt the Dealer at all. In- 
stead of that, B forces the strong trump hand, at the 
same time giving his partner a chance to over-trump if 
he can. 

It is always bad play to give one adversary a ruff 



THE IMANAGKMENT OF TRUMPS 1 45 

and the other a discard, because that is playing the 
game for them better than they can plaj^ it themselves. 
B carefull}' avoids this error in No. 9. 

It is sometimes too late to force the strong trump 
hand. This is usuallj^ the case when the Dealer has an 
established suit in one hand on which he can discard 
all the losing cards in the other hand. 

A's hand in No. 9 is an example of a position in 
which it is too late to force. The Dummy has made it 
a Heart. The Dealer has an established Club suit in 
his own hand, and evidently holds the ace of Spades 
for re-entry, the Dummy having the strength to sup- 
port him. A's partner can ruff a suit that w^ill force 
the Dumm}^ at the same time. But Dummy maj^ 
trump high enough to shut him out, so that should A 
attempt to force, even w^ith the possible advantage 
that B can over- trump, or will have an inferior trump 
made good in his hand, he would lose three tricks and 
the game immediately. It is too late to force. The 
Dealer's game is made up. 

The rules for covering second hand appty equally 
to trumps and plain suits, but there is no necessity to 
make the high cards in trumps early for fear of 
losing them b}^ getting them ruffed. A plaj^er can 
sometimes hold off from covering second hand in 
trumps, so as to let the Dealer do the guessing whether 
to fineSvSe or not. With some strength in trumps it 
may be possible to remain with the command, or at 
least a tenace, if the Dealer is allowed to win the first 
two rounds. 



J 46 FOSTER'S BRIDGK TACTlCvS 

B's hand in No. 21 is an example of this. He re- 
fuses to cover second hand, knowing that the Dealer 
will not dare to finesse deeply enough to let Dummy's 
card hold the trick, and he sees that Dummy has no 
re-entry, so that the Dealer will have to continue the 
trump lead himself. If he does, B will hold major 
tenace in trumps after the second round. 

It is often possible, and usually advisable, to deceive 
the Dealer as to the position of the trumps, especially 
if it ma}^ coax him to take a bad finesse. The manner 
in which A does this in No. 11 has already been men- 
tioned in the chapter on " Second Hand Play." 

By far the greater part of the strategy connecfled 
with the management of trumps belongs to the Dealer's 
side. The first question for him to decide is, whether 
it is better to lead trumps immediately, taking one 
from each hand, or to try to make them separately. 

Unless there is some decided disadvantage in the 
position, the Dealer should lead the trumps before 
playing for his plain suits. If he plays to establish 
his plain suit first, the adversaries get in the lead 
again, and they may ruff his good cards or cut up his 
w^hole hand before he can get in again. The excep- 
tional cases are those in which it is necessary to lead 
the plain suit from a certain hand, and that hand can- 
not get into the lead again after the trumps are out, 
or when the weaker trump hand ha^ a short suit which 
he can ruff to advantage before leading trumps. 

There are many opportunities for making losing 
trumps before leading trumps. Suppose the make is 



the: management of trumps 147 

a Heart and the adversaries open a suit in which the 
Dealer holds ace and three small cards, Dummy win- 
ning the first trick b}^ playing the Q second hand from 
Q and one small. Instead of leading trumps from 
Dummy's weak hand at once, it might be better to 
return the adversary's suit, the Dealer putting on the 
ace and leading a third round for the Dummj^ to ruff, 
after which it would be time enough to lead the trumps 
from Dummy. 

Nos. 17, 23 of the Self-players are both examples 
of trying to make a trump in the weak hand before 
leading trumps. 

With seven or more trumps between the two hands 
it is usually better to lead them at the first oppor- 
tunity, at least to see how they are distributed between 
the adversaries. If the trumps are high, they will 
catch the adversaries' lower ones; if they are not the 
best, they force out the higher ones and put the adver- 
saries in the lead, compelling them to open new suits, 
very often to their disadvantage. 

If the adversaries have doubled, the Dealer's side 
may not be in such a hurry to lead trumps, and it is 
always advisable to wait until a trump can be led 
through the player who has doubled, so as to compel 
him to give up any advantage he may hold in tenaces 
or guarded honours. 

It is very seldom that the Dealer's side is strong 
enough in trumps to lead them indifferently from 
either hand, and one of his chief cares will be to get 
the lead into the right hand for taking a finesse in the 



148 FOSTKK'S bridge TACTICvS 

other hand, either on the first or the second round. 
This finesse is sometimes so important that the result 
of the game depends upon it, and it frequently requires 
some ingenuit}^ on the Dealer's part to bring it about. 

Ducking is very seldom resorted to in trumps. If 
there is no finesse, it is better to get out as many 
rounds as possible b}^ holding the lead. 

Mau}^ examples of the tallies that may be adopted 
by the Dealer to get the right hand in for leading 
trumps will be found in the Self-playing Cards. 

In No. 32, Dummy holds A Q only in the suit opened 
by the adversaries, and plays the Q second hand, 
winning the trick. Dummy has made the trump, 
Diamonds, and holds nothing but the four honours, 
A Q J 10. The Dealer sees that in order to make five 
by cards and the game on the hand, the Dummy must 
make at least two successful finesses in trumps. If 
the first one succeeds, the Dealer must be able to get 
in again and give him a second one, as there are only 
seven trumps between the two hands. If the Dummy 
leads a Club to the Dealer's ace he establishes the 
whole Club suit against himself, so that he will have 
to lead a Spade to get the Dealer in for the second 
trump lead. In the Spades the Dealer must finesse, 
and if this finesse loses he cannot win the game. 
Foreseeing these difficulties, and the improbabilit}^ of 
finessing successfully in two different suits, the Dealer 
trumps the Dummy's Q of Hearts, so as to be able to 
lead trumps without parting with his ace of Clubs. 
The first finesse succeeding, he gets in with his Club 



THE MANAGEMENT OF TRUMPS 1 49 

ace, leads trumps again, and then he is in a position 
to finesse the Spade suit with impunit}-, as he cannot 
lose the game. This pla^^ makes a little slam on the 
hand. 

Other examples of the Dealer's management of the 
play, so as to get the trump led from the right hand for 
the finesse, will be found in Nos. 10, 21, 22, 30. 

In No. 24 the Dealer's objecft in leading trumps 
from the Dummy instead of from his own hand, is to 
find out what cards B holds by making B pla}^ before 
the Dealer plays himself. 

In some cases the Dealer must refuse to finesse the 
first round, even though the lead is right for it — hold- 
ing A K J between the two hands, for instance. Z's 
play in No. 1 1 is an example. 

When it is not certain that all the adverse trumps 
can be caught, it is sometimes a nice question for the 
Dealer to decide whether or not to risk dropping them 
together by leading trumps once more. If there is 
not much to lose and everything to gain by it, he may 
take the chance, but if the loss ma}^ be serious and the 
gain is not important, it is always better to sit still, 
even at the expense of letting the adversaries make 
their trumps separately. If the Dealer holds the best 
trump and is sure that he can force the other after 
drawing one more round, he is perfecflly safe. The 
dangerous positions are those in which he holds the 
second-best guarded and may lose both his trumps if 
he leads either of them. 

No. 21 of the Self-pla3^ers is a case in point. At the 



150 FOSTER S BRIDGE TACTICS 

sixth trick the Dealer cannot risk another trump lead 
because, should he find two trumps against him in one 
hand, he would never take another trick in anything. 
By leading his established suit, and allowing the adver- 
saries to ruff it, he is sure of saving one of his trumps, 
because he knows the best trump is on his right, so 
his second-best cannot be caught. 

In No. 31, on the other hand, the Dealer sees that 
he cannot win the game unless he can drop both the 
adversaries' trumps by one more lead. He must play 
on the assumption that the position is favourable, 
because if it is not his play makes no difference. In 
this case no serious loss will ensue if the trumps do 
not fall together. 

In No. 32 the Dealer must take the chance that the 
adversaries' trumps are equally divided between them, 
even before he leads trumps at all. If they are, he 
will be able to ruff their suit with his own last trump 
after establishing his own suit. If they are not, he 
cannot possibly win the game, no matter how he plays 
the hand. 

Nos. 7, 9, 10, 25 are examples of leading trumps 
right out for the simple purpose of exhausting the 
adversaries. 

No. 5 is an example of not leading trumps at all, 
but making them all separately by what is called a 
cross ruff, each hand trumping a different suit. 

No. 9 is an example of making the high cards in 
trumps separately, so that the strength shall not be 
wasted by obliging both hands to play high cards on 



THE MANAGEMENT OF TRUMPS I5I 

the same trick. In the same hand the Dealer pre- 
vents the adversary from making a losing trump by 
trumping high enough to shut him out. 

In No. 24 the Dealer prevents the adversary from 
making a small trump by ruffing high enough second 
hand to shut out anything but an honour which would 
probably make in any case. 

It is often necessary for the Dealer to use his trumps 
for the purpose of establishing his own suits instead of 
leading them to exhaust the adversaries'. In No. 22 
the Dealer has a suit of six Clubs to the ace, Dummy 
having the K alone. Instead of leading trumps imme- 
diately, the Dealer starts the Clubs, Dummy's K win- 
ning. Dummy leads the trumps and the Dealer 
finesses. On getting in again he leads another small 
Club, and Dummy ruffs it, establishing the suit in the 
Dealer's hand, as the ace will now catch both the Clubs 
held by the adversaries. 

No. 5 is another example of establising a long suit 
by leading it from one hand and ruffing it in the other 
until all the adversaries' high cards have fallen. Dia- 
monds are trumps, and the Dummy's long suit is one 
of six cards to the ace, the second best being the 9, 
and the Dealer having only one card of the suit to lead. 
He leads it, and, instead of ducking the first round, 
Dummy puts on the ace and returns the suit for the 
Dealer to ruff it out. Every time Dummy gets in he 
leads this suit for the Dealer to trump, and finally suc- 
ceeds in establishing two cards of it and winning the 
game on the hand with them. 



152 FOSTER'S BRIDGE TACTICS 

The same hand, No. 5, is a good example of another 
use for trumps; making re-entry cards of them in one 
hand by unblocking in the other hand. One round of 
trumps has been played, and the Dealer holds A K 10 7, 
Dummy holding 943. The Dealer ruffs with the 
10 and K, keeping the 7 to lead to Dummy's 9, so that 
he can bring in his long suit as soon as it has been 
established by ruffing it out, catching the adversaries' 
trumps at the same time. 



PLAYING AGAINST DUMMY 



After the opening lead, the play of the adversaries 
may be greatly influenced by what they see in the 
Dummy's cards. If the Dealer has made the declara- 
tion, the Dummy's hand will often show what the 
Dealer probably held when he made the trump or 
declared No-trump. 

It is on account of the information to be gained 
from seeing Dummy's cards that the adversaries try to 
hold the first trick if they can, so that they may adapt 
themselves to circumstances afterward. The impor- 
tance of this has already been insisted on in the chapter 
on opening leads. The chief thing for them to decide, 
after the first trick, is whether to play a waiting game 
with their high cards, or to run for it. If the Dummy 
has a very strong or established suit • and the Dealer 
has the trumps, there is usually not much time to lose, 
or the Dealer will get out the trumps and discard all 
his losing cards on the Dummy's suit. If there is no 
particular strength in the dummy, it may be better to 
allow the Dealer to get into the lead, and make him 
lead away from his good suits, instead of leading to 
them. 

The principal rule for playing against the Dummy, 
especially in No-trumpers, is to lead through his 
vStrength and up to his weakness. But this rule must 

153 



154 Foster's bridge tactics 

not be blindly followed. A player's common sense 
should tell him it is useless to lead through such 
strength as A K Q or K Q J, because there is nothing 
to be gained by it, unless the player can ruff the second 
round or wants to put Dummy into the lead. 

The best suits to lead through in the Dummy are 
those headed by single honours or broken sequences 
of high cards, especially when the Leader does not 
hold anything in the suit himself. It is bad play to 
lead the intermediate card through a fourchette, and 
almost as bad to lead a small card through a tenace 
when the Leader holds the card which . the Dummy 
will naturally finesse against. Holding K and others, 
A Q in the Dummy, it is almost certain that the 
Dummy will finesse the Q if a small card is led 
through him, especially at No-trump. Holding both 
K and J, the Dummy may sometimes be frightened 
into putting on the ace second hand if the J is led 
through him. With the second- and third-best, one of 
the two equals should always be led through the 
Dummy's higher card, so as to force it out. 

In leading supporting cards through the Dummy's 
strength the player must be careful not to deceive his 
partner, or the advantage of the position may be 
thrown away. Holding Q J, for instance, ace in the 
Dummy, the Q must be led through, because if the J 
is led, concealing the Q, and the partner has the K, he 
will put it on if the ace does not cover, thinking the 
Q must be in the Dealer's hand. 

Sometimes a player will lead through the strength 



PI^AYING AGAINST DUMMY 1 55 

in order to avoid giving up the command of his own 
suit or in order to hold his cards for a possible finesse 
over the Dealer. Suppose a player opens an A K J 
suit and finds the O is not in the Dummy. He might 
shift, and lead through some other suit in the Dummy's 
hand, such as a K J. There is an example of this in 
A's hand, No. 30 of the Self-players. 

Sometimes the I^eader will have to play through 
Dummy's weakness instead of his strength, on account 
of his inference as to what the Dealer holds or what 
his plan is. Suppose a player has opened against a 
No-trUmper a suit headed by the K, and that Dum- 
my's Q holds the trick second hand. Dummy opens 
another suit, in which the Dealer takes a finesse, and 
the original Leader is in again with the K of the 
Dealer's suit. It is evident to the Leader that the ace 
of his own suit is against him, and it is more than 
probable that the Dealer has established the other suit 
by getting that K out of his way. Dummy holds A Q 
and others in one of the unplayed suits, only 8 high 
in the other. In such a position it is evidently idle to 
lead through the Dummy's strong suit, as he would 
put on the ace at once, lead the Dealer's suit again, 
giving him a second finesse if necessary, probably win- 
ning the game before the adversaries ever got in again. 
The only chance is to go through the weak suit, be- 
cause if the partner has nothing in that suit the game 
is gone. 

This is the position in No. i of the Self-players. 
No. 9 is another example of almost exacflly the same 



156 FOSTER'S BRIDGE TACTICS 

conditions: if the partner has nothing in Diamonds 
the game is gone. 

It is useless to lead high cards through the Dummy 
when Dummy must play higher ones, no matter what 
is led. A's hand in No. 26 is an example of this. 

When Dummy will be the fourth player on the 
trick, it is hardly necessary to warn the third hand 
that Dummy should not be allowed to win the trick if 
he can be kept out of it. But many players are care- 
less about making sure that Dummy shall not win the 
trick when he is third hand. It should be a rule for 
the second player, having Dummy on his left, always 
to beat the Dummy's cards if he can. A clever player, 
wanting only one trick in a suit in which the ace is 
against him and holding K Q in his own hand, will 
often lead a small card to Dummy's J, hoping the ace 
is second hand and will not be played. If it is not, it 
may never make, as the Dealer will not touch that 
suit again, except to trump it. 

The Dealer will frequently underplay a suit in order 
to get Dummy into the lead, and the second hand 
should never take it for gran^ied that the Dummy's 
cards are so insignificant that the fourth hand will cer- 
tainly be able to win the trick. In No. 19 of the Self- 
players the Dummy holds only J and deuce of a suit 
in which the Dealer leads a small card through the Q 
and two others. If A does not put on his Q at once, 
so as to shut out Dummy's J, the Dealer will make 
a little .slam on the hand. 

The Pone leads up to the weak suits in the Dummy, 



PI^AYING AGAINST DUMMY 1 57 

and, if possible, he should always lead a better card 
than any that the Dummy holds in that suit. If the 
Dealer does not protecfl himself by covering this card, 
the third hand can pass it and the Pone can lead up to 
Dummy's weakness again. 

Examples of this will be found in the Self- players, 
B's hands in Nos. 4, 20. 

There are many opportunities for leading up to 
Dummy's weakness instead of returning the partner's 
suit. The opening lead was made in the dark, and if 
the Pone wins the first trick he may see that some 
other suit is better worth playing for. Suppose the 
opening against a No-trumper is from a suit of five 
Spades to the J 10, and Dummy lays down five to the 
K 9, the Pone holding ace and another and catching 
the Dealer's Q on the first trick. To return the Spade 
would be to establish the suit in the Dummy's hand, 
because Dummy would not give up the K, but hold it 
until his K 9 became tenace over the Leader's J 8, 
compelling A to open another suit. The Pone holds 
an ace for re-entry and a suit of six cards to the J 10, 
while the Dummy has nothing higher than the 8 in 
this suit, so the Pone leads it up to Dummy's weak- 
ness instead of returning his partner's suit. Unless 
he finds A K Q all in the Dealer's hand, he must es-. 
tablish it in two leads. This position occurs in No. 4 
of the Self-playing Cards. 

When the original leader abandons his own suit and 
leads another, the third hand must use his judgment in 
determining whether the objed: of the change was to 



158 Foster's bridgk tactics 

get a lead up to Dummy's weakness in another suit, or 
to have the suit first opened returned through the 
Dealer's strength. In No. i of the Self-players, B 
knows by the eleven rule that his partner cannot possi- 
bly hold the ace of his own suit, which he has aban- 
doned, so he returns the second suit opened, in which 
Dummy is very weak. 

I^eading up to the weakest suit in the Dummy is 
usually the best resource when a player is unable to 
return his partner's suit. This B does in No. 20, and 
he leads cards which are better than any in the Dummy, 
forcing the Dealer to cover second hand, so as to pre- 
vent A from getting into the lead with his established 
Heart suit. 

In No. 30, Diamonds being trumps, B cannot tell 
why his partner has abandoned his own Club suit after 
the opening lead. It may be that he has a finesse over 
the Q, or he may have led an A K suit just to get a 
look at the Dummy's cards. What he does know is, 
that A has nothing in the second suit that he leads, 
and that he played it for the simple purpose of going 
through Dummy's K J. The Pone has onl}^ two 
vSmall Spades, and Dummy has only three to the 10; 
and as the make was a passed one, and the Dealer is 
probably strong in black if in anything, the Pone 
thinks he may as well lead through the Dealer's 
strength, up to the Dummy 's w^eakness in Spades. This 
leading through strength on A's part, and up to weak- 
ness on B's part, saves four tricks on the hand. If the 
original I^eader goes on with his suit the Pone will 



PLAYING AGAINvST DUMMY 1 59 

over-trump the Diimniy on the third round, but it will 
be too late to lead up to weakness then, because the 
Dealer will pla}' the ace second hand, get out all the 
trumps and discard his losing cards, winning, instead 
of losing, two b}' cards on the hand. 

When the Dumni}^ is the declaring hand, advantage 
ma}^ often be taken of the fadl that his strength is ex- 
posed, and he ma)^ be forced to lead away from certain 
suits to his great disadvantage. No. 23 of the Self- 
players is a good example of the way in which the ad- 
versaries may manage this. They repeatedly put him 
into the lead, first by leading a suit in which he must 
make the K, and then by forcing him to trump this 
suit. This compels him to lead away from the other 
suits, and they eventually make the odd trick against 
him, although he holds six trumps and three guarded 
kings. 

No. 26 is a good example of the effect of leading up 
to Dumm3^'s weakness instead of returning the part- 
ner's suit. The Dealer and the Dumni}^ hold between 
them, in a No-trumper, four honours in Clubs, four 
honours in Hearts, including aces of both suits, A J 
of Diamonds, and K Q of spades, and 3xt the}^ cannot 
possibl}' make more than the odd trick. If the Pone 
returns his partner's suit, instead of leading up to 
Dummy's weakness, the Dealer makes four b}^ cards 
easily. 

Holding up the command of Dummy's long suit, 
and killing his chances for getting into the lead again, 
are matters which have been already discussed in the 



l6o FOSTER'S BRIDGE TACTICS 

chapters on ' ' Underpla^^ and Ducking ' ' and on ' ' Cards 
of Re-entry." 

It is usuall}^ good play to avoid leading suits in 
which the player can beat the Dummy's cards in case 
the Dealer leads the suit. With K and another, 
Dummy on the left and not holding the ace, the K 
must be good for a trick if the suit is led by an}^ other 
pla3'er but the one that holds the guarded K. In the 
same position a twice-guarded Q is good for a trick, if 
there is nothing higher in the Dummy on the left. 

When the Pone holds tenace over any of Dummy's 
cards, he should be careful not to lead that suit, espe- 
cially at No-trump. With A Q over the Dummy's K J, 
or K J and others of a suit in which Dummy holds 
A O, there is everything to be gained by letting some 
one else lead the suit, no matter who. 

There are a number of combinations which the 
player's common sense and his knowledge of the prin- 
ciples of second hand play and finessing will show him 
should be led in a certain way if the suit must be 
opened. The Pone holding A Q lo, for instance, J 
not in the Dummy, it is obvious that the Q should be 
led if the suit must be opened, so as to prevent both 
K and J from making tricks. With A J lo. Dummy 
having K Q and others, if the suit must be opened the 
J should be led, forcing Dummy into the lead, and 
still holding tenace over him. 

A singly guarded honour smaller than the ace may 
often be led by the Pone if the Dummy has no higher 
card in the suit. In playing against No-trumpers, if 



PI^AYING AGAINST DUMMY l6l 

it is necessary to open a suit in which the Dummy has 
no honour, the Pone should lead the fourth best, even 
if the suit is headed by A K or A Q. When it is 
headed by A Q J, the Q is a better opening, so as to 
force out the K at once, especially if there is no re- 
entry in any other suit. 



FALSE CARDS 



As a rule, false-carding is confined to the Dealer's 
side of the table. It is ver}^ rarely that the adversa- 
ries can play false cards to advantage, because they 
deceive each other only. The exceptional cases are 
those in which it may be possible to coax the Dealer 
into an injudicious finesse or to frighten him out of 
continuing a certain suit. It is sometimes advisable 
for the Pone to false-card when he sees from Dummy's 
cards that he may gain by it. Suppose Dummy holds 
a suit headed by A J lo, and the Pone holds K Q alone. 
Of course the Dealer leads the suit to the Dummy 
and Dummy finesses the lo. By false-carding the K 
the Pone may induce Dummy to finesse the J next 
time, and the unguarded Q will make. Discarding so 
as to unguard a K, when Dummy holds A Q or A J of 
the suit, and will certainly finesse the first round, may 
be called false-carding, because it looks as if the player 
did not want the card he threw away. Such a coup 
should not be attempted unless it is essential to keep 
every other card in the hand, as the Dealer may be 
able to count the hands and vSee that the K is alone. 

The adversaries can frequentl}^ deceive the Dealer as 

to the location of the commanding 'cards in his own 

suits by playing the higher of two worthless cards. 

This has already been explained in the chapter on 

162 



FALSE CARDS 163 

* ' Second Hand Play, ' ' and examples of it may be found 
in the Self- playing Cards, A's hands in Nos. 11, 12, 
and B's in No. 15. 

In the hands of the Dealer, false-carding is a very 
powerful weapon, and is in almost continual use. Its 
weakness with many pla5'ers is that they overdo it. 
Some persons false-card as a matter of habit, without 
stopping to think whether it will accomplish any use- 
ful object or not, and often without considering 
whether it may not put the adversaries on their guard 
instead of deceiving them. There are mau}^ cases in 
w^hich false cards do not conceal anything and are 
utterly useless; the}'^ ma}' e\'en give the adversary 
information to which he is not entitled. Suppose a 
small card is led through the J and one small in the 
Dummy. The ace is played third hand and the 8 re- 
turned, the Dealer still holding Q 10. It is useless to 
false-card the Q simply because the Q and 10 are 
equals, the J being in the dummy. The Pone cannot 
have the 10 or he would return it. This* position 
occurs in No. 20 of the Self-players. 

Among the many uses of false cards, as played by 
the Dealer, is confusing the adversaries as to the dis- 
tribution of the cards, and inducing them to continue 
or discontinue certain suits. This is useless unless 
they are very good players, w^ho read the cards care- 
fully and draw inferences from the returns and second 
hand plays. As an example of what may done against 
watchful adversaries, take this case. The Leader in a 
No-trumper opens a suit of A 8 6 5 3 with a fourth- 



164 Foster's bridge tactics 

best. Dummy has J 2 only. Third hand pla5^s the K, 
and the Dealer false-cards the 9 from Q 10 9 7, his 
high cards being all of equal value if he loses two 
cards to the ace and K. The Pone returns the 4, and 
the Dealer instantly .sees his chance to continue his 
false-carding by playing the Q instead of the 7, which 
was his first intention. The Leader wans the trick 
with the ace, and naturally reads the Pone for the 10 
and 7, as he would have returned the lowest of three 
remaining. This inference induces him to go on with 
the suit, and the Dealer makes both cards of his 
tenace, 10 7. Had he played the 7 to the first trick 
and the 9 to the next, the Leader would have known 
positively that the Pone could not hold either Q 
or 10. 

The Dealer will often try to throw the adversaries 
off a suit instead of coaxing them to continue it. Sup- 
pose he holds J and two small cards in a suit which 
they open against a trump declaration. He sees that 
if he can induce them to shift and let him into the lead 
on another suit he may discard two of these losing cards 
later on, so he drops the J on the first lead, as if he 
had no more of the suit and would ruff it next time it 
was led. The adversaries must make proper allow- 
ance for such bluffs as this, and unless the}^ are quite 
sure nothing will be lost by shifting it is better to go 
right on with the suit. 

In a No-trumper the Dealer will sometimes discard 
a high card, such as the Q, as if he had a still higher 
card and was quite safe in that suit, whereas he is 



FAI^K CARDS 165 

really defenceless, and must do something to frighten 
the adversaries from leading it. 

By playing the higher of two equal cards second or 
fourth hand, the Dealer may induce one adversary to 
think that his partner holds the concealed card. Put- 
ting on the ace second hand, for instance, when hold- 
ing the K also, ma}^ induce the player to lead that suit 
again, thinking his partner has the K. It is obvious 
that this ruse should be used only when the Dealer 
wants that suit led again, and that b}^ avoiding false 
cards and showing that he holds both ace and K, he 
can often induce them to lead some other suit. If a 
player habitually pla3\s the ace w^hen he holds both ace 
and K, he loses half his advantage, because the mo- 
ment he plays the K of a suit second hand, the third 
hand knows that he does not hold the ace or he would 
false-card it. 

Examples of false-carding in second or fourth hand 
play, so as to induce the adversaries to lead the same 
suit again, will be found in the Self-players, Z's hands 
in Nos. 4, 19, 20, 23. 

No. 14 is an example of avoiding false cards, so that 
the adversaries shall not lead that suit, and also to 
induce them to believe that it is the Dealer's strong 
suit and the one he is going to pla}- for, when it is not. 
Z holds a long, unestablished Diamond suit, in which he 
wishes to force discards. Instead of leading Diamonds 
from the Dummy he leads Hearts, and the second 
hand covers with the J, evidently holding Q J and 
others. The Dealer holds A K, and plays the K, so 



1 66 FOSTER'S BRIDGE TACTICS 

as to make it perfe(5lly clear to both adversaries that he 
holds the ace also. B knows A cannot have it or he 
would win the trick. A knows B would not play the 
J second hand from A. J. The Dealer then leads the 
suit on which he knows B must discard twice, hoping 
that B will keep his Heart Q guarded and discard the 
Diamonds, which is just what he does. 

The Dealer w^ill frequently false-card with the small 
ones of the adversaries' suits, so that they will mis- 
count the cards in each others' hands. This is some- 
times useful to the Dealer when the adversary is in 
doubt as to whether or not to go on with his suit to 
clear it, much depending on whether his partner will 
still have one to lead to him later. The conventional 
way of echoing and returning partner's suits is the 
best safeguard against such false cards, and will in- 
variably expose them on the second round. Nos. 2, 9 
of the Self-plaj^ers are examples of this. 

The Dealer can frequently fakse-card in his discards, 
so as to conceal the number of cards he holds or to 
mislead the adversaries as to his real strength. Z does 
this in No. 13 of the Self-players. Seeing that he will 
have to discard twice, and must let go at least one of 
his strong suit, he discards that first, as if it were h's 
weak suit, and keeps the suit which he apparentl}- 
started to play for at the fourth trick. Not only does 
he discard his strong suit, but he lets go the 7, as if it 
were the smallest he had, although he really holds 
A 10 7 3 2. 

A very dangerous trick in false-carding, and one 



FALSE CARDS 167 

which the adversaries should be on the watch for, is 
pretending to be out of a suit and unable to lead it 
again. The objeA is to induce the adversaries to give 
up the command of a suit before the Dealer's power to 
lead it is exhausted. In No. 8 of the Self -players, Z 
holds the 10 9 2 of Dummy's long suit, which is headed 
by the K Q J. He leads the 10, but the adversaries 
will not give up the ace. Dumni}^ has no possible re- 
entry, so the Dealer follows the 10 with the 2, as if he 
had no more of the suit, and overtakes the trick in the 
Dummy, as if that were the only way to go on with it. 

In No. 20, holding only 8 5 of the Dummy's long 
suit, the Dealer begins with the 5, so that the adver- 
saries shall not know he can lead the suit again. 

In third hand play the Dealer will frequently false- 
card in his own suits when holding equal cards, so as 
to conceal the facft that if the adversaries win the trick 
the Dealer will hold the command. Z does this in the 
Heart suit in No. 6. 

False-carding in finessing third hand is very com- 
mon. With such combinations as A Q J, or A J 109, 
the Dealer cannot lose anything by playing the Q from 
the first or the J from the second. It prevents the 
adversaries from knowing how far from established 
the suit still is after the finesse. Z's hands in Nos. i, 
10, II, 21, 31, 32 are all examples of false-carding in 
taking a finCvSse in the third hand. 

If there is any advantage in concealing from the 
adversaries how often a suit will be led, and how many 
times they may have to discard, the Dealer may false- 



1 68 FOSTER'S BRIDGE TACTICS 

card in his leads, beginning with the ace from suits 
headed by A K Q, for instance. 

It is sometimes important for the adversaries to be 
able to distinguish between false cards and those which 
are simply irregular. In No. i6 of the Self-players 
the lead of the small Club is not a false card, because 
the Dealer's intention is to play one of the equals in 
the dummy, and to lead a high card from his own 
hand would be simply a waste of material. In No. 17 
the Spade K is not a false card, because the Dealer is 
unblocking Dummy's suit. In No. 25 the Spade J is 
not a false card for the same reason. 

When there is nothing to be gained by false-carding, 
the Dealer should play his hand in a perfe(?tly straight- 
forward manner, just as he would the Dummy's. Per- 
sistence in doing this will throw the adversaries off 
their guard, and when the time comes for false-carding 
it will be much more often effedlive. Examples of 
avoiding false cards when there is no advantage in 
view will be found in Z's hands in Nos. 7, 10, 13, 14, 
15, 16, 18, 20, and 22 to 29 inclusive 



IN GENERAL 



The leading principles of play for the adversaries 
of the Dealer are: to make tricks against trump decla- 
rations while they can, to give each other all the infor- 
mation possible against No-trumpers, to play for the 
suit which is easiest to establish, to hold up the com- 
mand of the Dealer's suits as long as possible, and to 
discard in such a manner as to protect their weak suits. 

The long suit is usually the best defensiv^e opening, 
although there are some players who believe in leading 
weak suits, even against No-trumpers, when the strong 
suits contain tenaces or guarded honours. Such open- 
ings are not recommended to the beginner, because they 
destro}^ the confidence of the partner, who never knows 
when the suit opened is short and when it is long. 

The principal things for the Dealer are: to exercise 
good judgment in the makes, to count up the possible 
and probable tricks in the two hands before he plays a 
card, to keep his eye continually on the score, to plan 
out the play of the entire hand as far as possible in 
advance, and to preserve re-entries in the hand which 
is most likely to need them. 

The principal things for the Dummy to remember 
are: to pay attention to the score when the make is 
passed, to lay out his cards properly arranged, and to 
see that the Dealer does not lead out of the wrong 
hand. 

169 



DUMMY BRIDGE 



There are several ways of playing when only three 
23ersons are available to form a table. The simplest is 
to cut for the choice of seats and cards, the lowest cut 
taking the Dummy for the entire game or rubber. If 
it is agreed to play a rubber, loo points are added to 
the score of the winning side. If only single games 
are played, 50 points are added. 

The Dealer examines his own hand and makes the 
declaration. . If he passes, he la3^s down his own cards 
and takes up the Dummy's, sorting them into suits 
without showing them to the adversaries. He must 
then make a declaration for the Dummy in accordance 
with the strength of the hand itself and without any 
regard to the cards he has seen in his own hand. 

If Dumni}' holds three or four aces, he must make it 
No-trump, no matter what else he holds. If he does 
not hold more than two aces, he cannot make it No- 
trump, no matter how strong his hand maj^ be. 

A trump declaration must be for the suit in which 
the Dummy holds the greatest number of cards, re- 
gardless of their value. With two suits of equal 
length, he must declare the one having the greater 
pip-counting value, the aces being reckoned as 1 1 each 
and the other honours as 10 each, smaller cards at 
their pip value. If the result' of this calculation is 

170 



DUMMY BRIDGE I7I 

still a tie, he must declare the suit which has the higher 
trick value in scoring. 

The eldest hand, or Leader, is the only one who can 
double. The Dealer cannot go back unless he has 
made the declaration on his own hand and has not 
seen any of the Dummy's cards. 

If the declaration is made by the Dealer, the Dum- 
my's cards are not touched until the eldest hand has 
led a card. If the Dummy makes the declaration, the 
Dummy's cards are not exposed until a card is led. 

On the next deal the single player leaves his own 
cards alone and takes up and sorts those of his Dummy 
partner. After the adversaries have declared, the 
Dummy has the right to go over, but only the maker 
of the trump can go back. The doubling settled, if 
any, the Dummy leads a card. It is sometimes cus- 
tomary for the Dealer's partner then to lay down his 
cards and make the game double dummy, but it is 
more usual to have only one Dummy. 

On the third deal of the game Dummy must make 
it. If he passes it, the single player must declare, in 
accordance with the rules already given for a passed 
make. This is a bad feature in the game, because the 
single player's cards not being exposed, there is no 
guarantee that he has not made a mistake in his 
declaration. 

To avoid this it is customary in some places for the 
single player, after the first deal, to move to the other 
side of the table, so that he shall be the eldest hand, or 
Leader, for the second deal on his adversary's make, the 



172 FOSTER'S BRIDGK TACTICS 

Dummy being the Pone. On the next deal he sits 
still, but for the fourth deal he goes back to his first 
seat again, so as to be the Leader in that hand. In 
this manner the single player keeps his seat for two 
consecutive deals after the first move, and all passed 
makes are shown in the exposed cards of the Dummy's 
hand. In spite of its advantages, some persons object 
to this continual changing of seats, and prefer the 
arrangement first described. 

Another method is to compel the Dealer to make the 
declaration on his own hand, whether he is the single 
player or not. The eldest hand, or Leader, can double 
if he pleases, but if he does not wish to he simply 
leads a card. If he doubles, the maker of the trump 
can go back, but the others take no part in the doub- 
ling and should not look at their cards until it is 
settled. 

This is not a good way to pla}^ as it offers so many 
temptations foV speculative makes and takes from the 
game one of its best features: passing the make at 
certain stages of the score. 



AUCTION BRIDGE 



This is a rather interesting variety of Bridge, and 
introduces the element of a misery, or niiUo, for the 
consolation of the players who always hold poor cards. 

There are no rubbers, and the game is finished at 
the end of four deals, each player having had one. 
The choice of seats and cards is cut for in the usual 
way, although it pracftically makes no difference who 
deals the first hand, as each deals in turn from left to 
right. 

Instead of giving the privilege of the declaration to 
the Dealer or his partner, each player in turn, begin- 
ning with the Dealer, can declare, and the one making 
the declaration of the highest counting value plays 
with his partner's hand exposed on the table, precisely 
as if he were the Dealer in the ordinary game of 
Bridge. 

The order of the bids, beginning with the lowest, is: 
Spades, Clubs, Diamonds, Hearts, No-trump, Misery. 
The trick values are the same as in Bridge: Spades, 2; 
Clubs, 4; Diamonds, 6; Hearts, 8; and No-trump, 12. 
Misery is worth 14. 

Honours count to the players winning them in 
tricks, not to their original holders, When a black 
suit is the trump, honours are worth 2 points each; 
when a red suit is the trump, 4 points each. In No- 

173 



174 



FOSTER'S BRIDGE TACTICS 



trump and Misery, aces are the only honours, and are 
worth 6 points each, the last ace played in each hand 
always counting double, so that there can be no ties in 
the honour score. Little Slam counts 20: Grand Slam 
40, as in the ordinary game. There is no score for 
Chicane. 

The manner of bidding will be better understood if 
the notation of the table is referred to, Z being the 
acftual dealer, and A the eldest hand, or leader. 



Z has the first bid. Suppose he passes and A bids. 
Then Y has the first chance to overbid him. If he 
passes, Z can bid higher than A. If both pass, A's 
declaration stands, but Y leads for the first trick, and 
B la3'S down his cards and becomes the Dummy for 
that deal. 

If Z makes a bid, A can bid higher. If A passes, B 
can bid higher. If either of them overbids Z, it is not 
Z but Y who ha^ the first chance to overbid them 
again. If Y passes, Z can overbid them or pass. If 
it was B that overbid Z, and both Y and Z pass, Z 



AUCTION BRIDGE 1 75 

must lead for the first trick, and A lays down his cards 
and becomes the Dummy. 

If Z passes, A can either bid or pass. If A passes, 
Y must bid or pass, and if he passes, B must bid some- 
thing, and Z will have the first chance to overbid him 
if he can. 

It will be observed that if any player makes a declara- 
tion, it stands unless one of his opponents makes a 
higher one. A player can never raise his own nor his 
partner's bid unless an opponent intervenes with a 
higher bid. There is no doubling, and the successful 
bidder is always the last player on the first trick, and 
has the Dummy for his partner, no matter where he 
sits or who adlually dealt the cards. 

In trump declarations all tricks over the book count 
toward game, but if the declaring side fails to make 
the odd trick it looses double. Suppose B is the 
highest bidder, with Hearts for trumps, and A-B make 
six tricks only. Y-Z score double, i6 points, for the 
odd trick. Honours are scored by the difference. If 
A-B have three honours, that is one more than their 
opponents, in a red suit, and they score 4 points 
for it. 

In No-trumpers, after the hand is played, the de- 
claring, or Dummy side, must hand over one trick to 
their opponents, and the score is then reckoned by the 
difference between the number of tricks shown by each 
side, not by the number over the book. Suppose Y-Z 
have bid No-trump and taken nine tricks. After 
handing over one they have eight left to their oppo- 



176 FOSTER'S BRIDGE TACTICS 

nents' five, a difference of three in their favour, 
worth 36 points. Suppose Y-Z have also taken in 
three aces, one of them the last. These are worth 18 
points, or a total of 54 on the deal. 

If Y-Z made five tricks only at No-trump, after hand- 
ing over one they would have only four left, as against 
their opponents' nine, a difference of five against them, 
for which they would have to pay double, vSO that A-B 
would score 120 points. This idea is evidently bor- 
rowed from the game of Skat, and is a wholesome 
check on the habit of declaring No-trumpers on specu- 
lation. 

Miseries are No-trumpers in which the objedl is to 
take as few tricks as possible. After the hand is 
played, two tricks are given to the side that made the 
declaration, and then the score is reckoned by the 
difference. Suppose B declares Misery and A-B win 
two tricks only. Y-Z hand over two more tricks, 
making A-B four to nine, or five tricks difference, 
which is worth 70 points to A-B. Had A-B won five 
tricks, and added the two handed them by Y-Z, they 
would be one trick to the bad, which would cost them 
double, 28 points. 

Honours in Misery count against the players win- 
ning them. Suppose Z has declared Misery and taken 
in one ace, A-B having taken in the three others, one 
of them the last played. The difference in the score 
is 18, which is scored by Y-Z, who have purposely 
played the losing game. 

There is no penalty score for honours; that is, the 



AUCTION BRIDGE 1 77 

honour score is not doubled if the declaring side fails 
to score in tricks. 

When only three play, the game takes quite a differ- 
ent form. The choice of .seats and cards is cut for in 
the usual wa}^, and four hands are dealt. The Dummy 
hand is left in the centre of the table until the bidding 
decides to whom it shall belong. 

There is no Misery, as in the four-handed game, and 
the rank of the bids is entirely different. Beginning 
with the lowest, the bids are: Spades, Clubs, Diamonds, 
Hearts; and then Doubled Spades, Doubled Clubs, 
Doubled Diamonds, Doubled Hearts, and, finally. No- 
trump, which cannot be doubled. 

The first declaration is made by the Dealer. His 
left hand adversarj^ can make a better declaration if 
he pleases, and the third player has the same privilege, 
after which the Dealer has a final chance to outbid 
both if he can, but his adversaries have no second bid. 

A player cannot make a declaration of Doubled 
Clubs unless Clubs have already been bid, but a doubled 
bid outranks any declaration of a simple trump suit. 
For instance : Dealer says ' ' Clubs. ' ' The player on his 
left says * ' Hearts. ' ' The third man says he will double 
Clubs. This outranks the Hearts, and the only 
higher bids possible are doubled Hearts or No-trump 
Doubled Diamonds cannot be bid, because no one has 
bid simple Diamonds. 

The successful bidder having been decided upon, his 
left-hand adversary may propose to the third player, 



178 FOSTE^R'S BRIDGE) TACTICS 

who will be his partner against the declaration, todouble 
or to halve the value of the tricks, the natural value of 
which is the same as in ordinary Bridge. He says, 
'^ I propose to double," or " I propose to halve "; and 
his partner's answer is final, ' ' I agree, " or " I objedl. ' ' 
The partner of the eldest hand cannot propose. 

This settled, the player on the left of the successful 
bidder leads a card. The declaring hand then takes 
the Dummy's cards and spreads them on the table 
opposite him, face upward, and the pla}^ proceeds ex- 
a(5lly as in the ordinary game. 

Honours, grand slams, little slams, and chicane are 
scored exacftly as in the ordinary game of Bridge. 
Three deals constitute a game, at the end of which the 
scores are added up, and the difference is the value of 
the game, 50 points bonus being added to the winning 
side. 



DUPLICATE BRIDGE 



This form of the game has become very popular 
among fashionable people in America, as it is pecul- 
iarly well suited to large gatherings, such as subscrip- 
tion parties for charity, house parties, etc. It requires 
an expert to take charge of the arrangements for the 
game, so as to relieve the players of all the mechanical 
details. He must have assistants to colledl the score- 
slips and post them to the credit of the various 
players, so that those who take part in the game have 
nothing to do but to play. 

One hand is dealt at each table, but the cards are 
not gathered into tricks. Each player in turn lays his 
card face upward oh the table in front of him, and when 
the trick is complete all four cards are turned down, 
the longest way of the card pointing toward the 
winners of that trick. At the end of the hand each 
player picks up his thirteen cards and puts them into 
a pocket of the holder provided for that purpose, so 
that they may be passed on to the next table in exadlly 
the same distribution that they were dealt at the first 
table. Each side puts down, on a little score-slip pro- 
vided for that purpose, the total number of points won 
or lost, with the number of the holder which accom- 
panies the cards. 

Upon a given signal that every table has finished the 

179 



l8o FOSTER \S BRIDGE TACTICS 

first hand, all the holders are transferred to the next 
table in line. The players seated at table No. lo would 
thus get the cards already dealt and played at table 
No. 9. Marks upon the holders indicate which side 
should be placed toward a particular end of the room, 
so that each player shall take out the right cards, and 
another mark shows who is supposed to be the Dealer 
and is to make the first declaration. 

The cards are taken out, played as before, and put 
back again to be passed on to the next table as before, 
the scores being put down on the slips, which are 
gathered up b}^ the assistants. 

If there are twenty-five tables in the room, all the 
players sitting North and South will have held exa(5ll5^ 
the same cards at the end of the game, as each of them 
will have held the North and South hands in every 
one of the twenty-five holders which have been passed 
round the room. When all twenty-five have been 
played, or as many hands as there are tables, the game 
is at an end, and the players who have made the great- 
est number of points on these North and South hands 
will be the winners in that secftion. Those who have 
made the highest score on the East and West hands 
will be the winners in their sedlion. 

It adds considerably to the interest of the game if 
the players sitting East and West move in a direction 
contrary to that taken by the holders, the North and 
South players always sitting still. This not only pre- 
vents a strong pair from having the possible advantage 
of playing against a weaker adversary all the time, but 



DUPLICATE bridge; i8i 

it enables the East and West players to meet all the 
North and South plaj-ers in the room. 

This game will undoubtedly become universally 
popular wherever it is introduced. The betting ele- 
ment is entirel}^ eliminated, but the keenness of the 
competition is in no wa}^ diminished. 



PROGRESSIVE BRIDGE 



Progressive Bridge is an alternative when the 
apparatus and expert assistance for the more interest- 
ing form of Duplicate are not available. 

Two hands are dealt at each table, so that each side 
, shall have the advantage of a deal and declaration. 
Upon a given signal at every table the scores are 
compared, and the partners who have made the great- 
est number of points at each table receive a marker of 
some kind, to show that they are the winners. The 
winners then leave the table at which they have 
played, the lady going to the table next above in order 
and the gentleman to the table next below. The lady 
takes as her partner for the next two hands the gen- 
tleman that she finds at that table, who was of course 
one of the losing players on the last round, and the 
gentleman who moves becomes the partner of the lady 
who lost at the table to which he goes. 

At the end of the game, which is usually for a stated 
length of time, or a certain number of deals, the play- 
ers who have received the greatest number of markers 
are the winners. This is a very sociable game, as 
every one meets every one else; but the result is more 
a matter of luck than of skill. 



182 



SYNOPSIS OF THE LAWS 



The following is a synopsis of the laws governing 
all irregularities in play, omitting those which are 
merely descriptive of the game, its objects, and the 
methods of scoring, those methods having been fully 
dealt with in the opening chapters of this work. 

Where there is a difference between the English - 
Code, as adopted by the Turf and Portland Clubs, and 
the code in use in some parts of the United States, 
adopted by the Whist Club of New York, both ver- 
sions are given. 

Where the wording of the actual law is ambiguous, 
confusing, or contradictory, as it is in many places, the 
author has stated it as it is generally understood and 
practiced. 

The expression ' ' adversary " or " adversaries ' ' 
always refers to the partnership opposed to the Dealer. 

The numbers preceding the various' paragraphs are 
merely for convenience in reference, and do not 
correspond to the numbers of the laws in either the 
English or the American code. 

Formation of Table 

I. All matters connecfted with the formation of the 
table are decided b}' cutting, lower cards having the 
preference over higher. In cutting, the ace is the 
lowest card. All those at the same table must cut 

183 



1 84 Foster's bridge tactics 

from the same pack, and any person exposing more 
than one card must cut again. 

2. Players already in the room have a prior right 
over those coming into the room afterward. Any nun> 
ber less than four already in the room are entitled to 
play the first rubber without cutting for that privilege. 

3. Should more than six candidates offer, they cut 
to decide which shall belong to the table, as a table is 
complete with six players. 

4. No one can cut into a table which is complete; 
but should any of the six retire, the wish to succeed 
him must be announced. Should two or more persons 
claim the privilege simultaneously, they decide by 
cutting. 

In England, if there were more than six candidates 
originally, the prior right to succeed the retiring 
player lies with the person who cut the seventh lowest 
card originally. 

5. When more than four persons belong to a table, 
the four cutting the lowest cards play the first rubber. 
These four cut again to decide on partners, the two 
lowest pairing against the two highest. The lowest 
cut of the four deals the first hand, and has the choice 
of seats and cards. Having once made his sele(5lion, 
he cannot change it. 

6. If two players cut cards of equal value, they cut 
again for partners, unless the ties were the two highest 
cards. If they are the two lowest, they cut again for 
the deal. If they are two intermediate cards, they cut 
again to decide which shall play with the original low, 



SYNOPSIS OF THE LAWS 1 85 

who is still the dealer. If three players cut equal cards, 
they cut again to decide which shall play with the 
fourth. If the odd card was the highest, the two 
lowest of the new cut are partners and the lower of 
these two deals. If the odd card was the lowest, it 
takes the deal, and the two highest of the new cut are 
partners. 

7. At the end of the rubber, if there are more than 
four plaN^ers belonging to the table, those who have 
played the greatest number of rubbers sit out. If an 
equal number of rubbers have been played, the out- 
goers must be decided by cutting. Those cutting the 
highest cards are out. 

8. If the table is not complete, any person wishing 
to enter it for the next rubber must declare his inten- 
tion before the cards are cut for the next rubber or for 
the purpose of cutting out. 

In England, a player cutting into one table while 
belonging to another, loses his right at the first table. 

9. In making up fresh tables, those who have not 
played at other tables have the prior right. 

10. An}' player leaving a table during the progre.'-s 
of a rubber ma}^ appoint a substitute to finish the rub- 
ber for him, the three other players consenting. This 
appointment of a substitute becomes void at the end 
of the rubber, and does not in any way affedl the sub- 
stitute's rights, which remain as if he had not played. 

11. If a player breaks up a table, the three remain- 
ing players have a prior right to enter or make up 
other tables. 



l86 FOSTER'S BRIDGE TACTICS 

Shuffling and Dealing 

12. The pack must be shuffled m plain sight of the 
other players, and in such a manner that the faces of 
the cards cannot be seen by the .shuffler. 

In E7igla7id, it is not allowed to shuffle a pack that 
has been played with by dealing it into packets, or 
across the table. 

13. The dealer's left adversary has the first right to 
shuffle the cards for the first deal. After the first 
deal, he colle(5ts the cards just played with and shuffles 
them for the next deal, placing them at his right hand. 
When two packs are played with, the dealer's partner 
shuffles one while the other is dealt. Each player at 
the table has a right to shuffle once, but the adtual 
dealer has the privilege of shuffling last. If a card is 
seen, either while he shuffles or when he presents the 
pack to be cut, he must shuffle again. 

14. The dealer must present the pack to be cut by 
his right hand adversary, the pone. When the pack 
is separated, not less than four cards must be left ni 
each packet. Having once separated the pack, the 
pone can neither shuffle nor re-cut the cards. If there 
is any confusion as to the point of separation, or if 
any card is exposed in cutting or in reuniting the 
packets, there must be a fresh cut. If the dealer re- 
shuffles after cutting, the pack must be cut again. 

15. The whole fifty-two cards must be dealt out 
face downward, beginning at the left, one at a time, 
from left to right, and the deal is not complete until 
the last card has been dealt. 



SYNOPSIS OF THE LAWS 1 87 

16. There is no penalty for a misdeal. In case of 
any irregularity, the same dealer must deal again, and 
with the same cards, unless the pack is imperfecfl. 

17. There must be a new deal: 

If the pack is not properly cut and the adver- 
saries call attention to it before the last card is 
dealt, provided they have not looked at any of their 
cards. 

If the pack is proved to be imperfe<5l during the deal, 
or during the play of the hand. 

If any card is found faced in the pack during the 
deal. 

If the dealer does not give out the cards one at a 
time in regular rotation from left to right, so that they 
fall in four separate packets. 

If any player receives more or less than thirteen 
cards. 

If the dealer gives two cards at once to the same 
player, and does not correal the error before dealing 
the next one. 

If the last card does not fall on the dealer's packet 
in its regular order. 

18. A new deal may be demanded: 

If a card is exposed by the dealer or his partner, or 
if the dealer look at any card before dealing fifty-one 
cards, both adversaries may demand to see the card, 
and in either case the eldest hand may insist on a new 
deal, provided he has not looked at any of his own 
cards. If the card exposed by the dealer is one toward 
the last, so that the adversary has not reasonable time 



1 88 FOSTER'S BRIDGE TACTICS 

before the completion of the deal to insist on a new 
deal, he does not thereby lose his privilege. 

In England, either adversary may insist on the new 
deal; i7i Americay all penalties are claimed by the 
eldest hand. 

If either adversary exposes a card, the dealer may 
insist on a new deal. 

If a new deal is not demanded, the cards exposed 
during the deal are not subjecft to the laws governing 
exposed cards. 

19. If any player discovers that he has more or less 
than thirteen cards, it is a misdeal. But if he does 
not discover that he has less than thirteen until he has 
played to the first trick, the deal stands good. He 
may search for the missing card or cards, but he is 
answerable for any revoke he may have made, just as 
if the missing card or cards had been in his hand all 
the time. 

20. If the pack is at any time found to be imperfedl, 
the deal in which the imperfe(5lion is discovered is 
void, but all previous scores made with the imperfedl 
pack vStand good. There must be a new deal, by the 
same dealer, wnth a perfecft pack. 

In England, if a player takes into his hand a card 
belonging to the still pack, when two are in use, the 
adversaries may insist on a new deal. 

21. A player cannot shuffle, cut, or deal for his 
partner without first receiving the permission of the 
adversaries. 

22. The order of dealing goes to the left. Any one 



SYNOPSIS OF THE LAWS 'iSg 

dealing out of turn, or with the adversaries' cards, 
may be stopped before the last card is dealt; but after 
the last card has been dealt, the game must proceed as 
if no mistake had been made. 

In America^ the deal does not stand good until the 
first card is played by the eldest hand. 

Declaring, or Making 

23. The dealer may name any suit for trumps, or he 
may declare No-trumps, or he may pass the declara- 
tion to his partner. If the partner is asked to declare, 
he must do so. 

In England, the specified phrase is : "I leave it to 
5^ou, partner." In America, the dealer may use any 
form of expression that conveys his meaning. 

.24. If the dealer's partner makes a declaration be- 
fore being asked by the dealer to do so, the eldest 
hand may insist that the declaration shall stand, or 
that there shall be a new deal, provided neither adver- 
sary has doubled. 

In England, either adversary may make the de- 
mand, but the declaration to double, or the question, 
" Shall I play? '• prevents the ex.a(5lion of the penalty. 

25. If the dealer's partner passes the declaration to 
the dealer, the eldest hand may insist that the player in 
error declare the trump, or he may demand a new deal. 

In England, there is no law covering this irregularity. 

26. Should either adversary make a declaration,- the 
dealer may, after looking at his own cards, either de- 
mand a new deal or ignore the irregularity. 



190 FOSTER'S BRIDGE TACTICS 

27. Any declaration once legitimately made, cannot 

be altered. 

Doubling, or Going Over 

28. After the declaration has been legitimately 
made, the eldest hand has the right to double the 
value of the trick points by sa3dng, "I double," or 
" I go over, ' ' or by naming the increased value, such 
as, " Hearts are worth sixteen." If he does not wish 
to double, he must ask his partner, "Shall I play ? " 
and the partner must either answer in the affirmative 
or declare to double. 

In America^ if the eldest hand leads a card without 
asking ' ' Shall I pla}^ ? ' ' the declaring hand may call 
a suit, or may let the lead stand, provided no part of 
the dummy's hand is already laid down. If the pone 
asks, ' ' Shall I play ? ' ' the declaring hand ma}^ call 
upon the eldest hand to lead a certain suit, but the 
irregularit}^ does not afFedl the right of any pla3^er to 
double or redouble. If the pone declares to double 
before the eldest hand asks, " Shall I pla}^ ? " the de- 
claring p]a3'er shall say whether or not the irregular 
go-over shall stand. In England, there is no law cover- 
ing these irregularities. 

29. Hither adversar}^ having legitimately doubled, 
the declaring hand can redouble, by saying: " I re- 
double," or "I go back," or "Hearts are worth 
thirty-two." If the declaring hand does not wish to 
go back, he sa^-s, " Content " or knocks on the table, 
and his partner must either redouble or announce him- 
self as content. If either redoubles, the adversary 



SYNOPSIvS OF THE GAMK 19I 

who was redoubled can go back again, or, if he is con- 
tent, his partner can take it up. 

30. A pla^-er's having already declared himself con- 
tent does not prevent his taking up a double or re- 
double that has been carried on by his partner. 

31. The doubling process may be carried on indefi- 
nitely, the first right to redouble always h'ingwith the 
player who doubled or redoubled last. It is onl}^ when 
he is content that the right to continue passes to his 
partner. 

The four laivs following are not in the English code : 

32. If a pla^^er redoubles out of turn, the one he 
doubles shall have the right to say wdiether or not the 
erroneous double shall stand. If it is allowed, the 
redoubling may continue; if not, all doubling is at 
an end. 

33. An}^ consultation between the adversaries as to 
doubling or redoubling will entitle the declaring hand- 
to a new deal. An\^ consultation l^etween the dealer 
and his partner will entitle the eldest hand to demand 
a new deal. 

34. If any player exposes a card after the deal is 
complete, his partner forfeits all rights to double or re- 
double on that hand. 

35. If the eldest hand leads before his partner has 
announced himself as content with the doubling pro- 
cess, the pone cannot double without the consent of 
the dealer's side; but the premature lead shall not 
prevent the dealer's side from continuing the doubling 
should the pone be allowed to double after the lead. 



192 fostkr's bridge tactics 

36. Any legitimate declaration as to doubling or re- 
doubling cannot be altered. 

37. When the player who has the last say as to 
doubling or redoubling expresses himself as content, 
the play shall begin l^y the eldest hand leading a 
card. 

38. Doubling does not affect any of the scores that 
go in the honour column. 

Dummy 

39. As soon as the eldest hand has led for the first 
trick, the dumm3''s cards must be exposed face upward 
on the table, and the hand must be played by the 
dealer without any suggestions or avssistance from his 
dunnny partner. 

40. Dummy is not liable to any penalty for a revoke. 
If the error is discovered before the trick is turned and 
quitted it ma}^ 1)e corrected, but not afterward. A 
trick is quitted when the fingers are removed from it 
after it is turned down. 

41. If the dealer renounces, the dummy may ask 
him if he has none of the suit led, so as to save the 
possible revoke. 

/}i America, if the dealer has been called upon to 
play the highest or lowest of a suit, the dumni}^ may 
ask him if he has done so. Dummy may also call the 
dealer's attention to the fact that a trick is not com- 
plete, and may corredt the adversaries' claim to a 
penalty to which they are not entitled. 

42. It the dummy calls the dealer's attention to any 



SYNOPSIS OF THE LAWS 1 93 

penalty to which he is entitled, such action precludes 
the dealer from demanding an}^ penalt}^ 

43. If the dumm}^ suggest the play of any card from 
the dummy, either adversary may, without consulta- 
tion with his partner, call upon the dealer to pla}^ or 
not to pla}^ the suggested card. 

44. If the dealer names or touches an}^ card in the 
dummj', that card is considered as pla3xd unless the 
dealer announces in advance that he is simply arrang- 
ing the cards. 

In England, a card named by the dealer must be 
played, but a card simply touched is not considered 
played until it is separated from the dummy's other 
cards and quitted. 

45. The dummy may prevent the dealer from lead- 
ing out of the wTong hand, or may call attention to 
the error if already made. If the dealer has led from 
the wrong hand and the second hand has played, the 
dealer cannot correct the error, but the adversaries 
may insist on the lead's being taken back and made 
from the proper hand, provided both of them have not 
plaj'ed to the trick. 

hi America, should the dummy warn the dealer that 
he is about to lead from the Avrong hand, it establishes 
the offence, and incurs the penaltj^ for a lead out of 
turn. 

46. The dummy maj- not leave his seat for the pur- 
pose of overlooking the dealer's cards or watching his 
play. Dummy should not attempt to look at his ad- 
versaries' cards without their consent. 



194 FOSTER'S BRIDGE TACTICS 

Exposed Cards 

47. If the dealer's side exposes a card after the com- 
pletion of the deal and before the declaration, the eldest 
hand may insist on a new deal. 

In Eyigland, either adversary may make the demand. 

48. If any player exposes a card after the deal is 
complete but before the first card is led, his partner 
forfeits the right to double or redouble (see 34). 
If this card is exposed by the pone, the dealer maj^ for- 
bid the eldest hand's leading that suit. 

49. There is no penalty for the dealer's exposing 
cards during the play, but if an adversary exposes a 
card it must be left face upward on the table and is 
liable to be called by the dealer at any time, if it is not 
got rid of in the course of play before he calls it. 

50. Cards may be exposed in the following wa3^s: 
If dropped on the table face upward, or so held that 

the partner can see any part of the fa-ce. 

Two cards played at once, or the remainder of the 
hand throw^n face upward on the table. 

A card dropped face upward on the table is an ex- 
posed card, even if snatched up so quickly that no one 
can name it. 

Cards dropped below the table are not considered 
exposed cards. 

51. When two cards afe played by one adversary to 
the same trick, the dealer shall selecft which shall be 
played, and the other shall become an exposed card. 

52. The dealer cannot call for the play of a card 
which would constitute a revoke, but an exposed card 



SYNOPSIS OF THK LAWS 1 95 

ma}^ be called for at every trick until it can be legiti- 
mately played. 

53. If an adversary plays the best card to an im- 
perfedt trick, without waiting for his partner to plaj^ 
or leads several winning cards without waiting for his 
partner to play, the dealer may demand that the part- 
ner of the player in fault shall win any of these tricks 
if he can, and the other cards improperly led then 
become exposed cards. 

54. If onl}^ one adversary throws up his hand, the 
other cannot be forced to abandon his. 

55. If one or both adversaries expose their cards 
because the dealer claims the rest of the tricks, these 
cards cannot be called should it turn out that the 
dealer's claim was unfounded. 

In England, if a certain .score is claimed and all the 
players throw their cards face upward on the table, the 
hands must be considered as abandoned and the score 
left as claimed, unless a revoke can be established. 

In England, if an adversar}- detaches a card from 
his hand so that the dealer can name it, it is exposed; 
but should the dealer name it wrongl} , a suit can be 
called from the dealer's side when next it is in the 
lead. 

Leadin|( Out of Turn 

56. There is no penalty for the dealer's or the dum- 
my's leading out of turn. 

hi America, the dealer is obliged to hand over one 
trick to the adversary every time he leads from the 
wrong hand, except at the thirteenth trick, provided 



196 Foster's bridg:^ tactics 

the trick is not complete before the adversaries demand 
the penalty. Tricks taken in penalty do not count 
toward .slams in the honour column. 

57. If an adversar}^ lead out of turn, the dealer may 
either claim the card led as an exposed card, or may 
call a suit, if. it is the turn of either adversary to lead. 
If it is not the turn of either adversary to lead, the 
dealer ma}^ call a suit when it comes to their turn. If 
he ele6ls to call a suit, the card led in error is not an 
exposed card. 

58. If a player have none of a suit called for, the 
penalty is paid. 

59. If any pla3^er lead out of turn and the three 
others play to the trick, the error cannot be rectified. 
But if all have not played when the error is discovered, 
those wdio have followed to the false lead ma)^ take 
back their cards without penalt}'. 

Cards Played in Error 

60. If the dealer's side leads and the fourth hand 
plays before the second, the second may be called upon 
to play his highest or lowest of the suit, or to win or 
lose the trick. 

61. If any player but the dummy fails to play to a 
trick, and the error is not discovered until he has 
played to the next trick, the .side not in fault may 
insist on a new deal. If the play is allowed to stand, 
or if the dummy is the one in error, the surplus card 
at the end must be considered as belonging to the im- 
perfedl trick, but does not constitute a revoke therein. 



SYNOPSIS OF THE I.AWS I97 

62. If any one but the dummy plays two cards to 
the same trick and does not correal the error until the 
hand is finivshed, the superfluous card must be consid- 
ered as still in his hand, and he can be held respon- 
sible for any revokes he may have made. If the error 
is discovered before the hand is finished, the tricks 
maj^ be searched and the card restored to the player, 
but if he has revoked in the meantime he is respon- 
sible. 

Revokes 

63. Not following suit w^hen able to do so; not com- 
plying with a demand to lead a certain suit; failing to 
play the highest or lowest of a suit, or failing to win 
or lose a trick, when legitimately called upon to do so, 
constitutes a revoke. . 

64. Dummy cannot revoke under anj^ circumstances. 

65. The revoke penalty is three tricks. 

In England, the method of exa(5ling the penalt)^ for 
a revoke is optional. The side not in fault may consult 
at the end of the hand as to whether they will take 
three tricks from the revoking player, or dedudl the 
value of three tricks from his score, or add the value 
of three tricks to their own score. The penalty can- 
not be divided. If the penalty is exa(5fed by scor- 
ing, and not by taking the three tricks, it applies only 
to the score of the game in which the revoke occurs. 
[In the English code, Law 87, clause III, the word 
"hand" should be "game," unless it is meant that 
the side in fault should first be allowed to put down 
its score and then be made to change it.] 



191^ FOSTER \S BRIDGK TACTICS 

/;/ Amei'ica, the penalty for a revoke is to take three 
tricks from the side in fault for each revoke claimed 
and proved. 

66. The side against which a revoke is proved can- 
not score game on the hand, but must stop at twenty- 
eight points. If both sides have revoked, neither can 
score game on that hand. 

In England, if the penalty is taken in the score and 
not in tricks, the revoking side cannot score in the 
honour column for slams. 

67. A revoke is established when the fingers are re- 
moved from the trick after it is turned down, or if the 
side in error has led or pla3"ed to the following trick. 

68. To save a revoke, a player ma}^ ask his partner 
if he has none of the suit to which he renounces. If 
the question is asked before the trick is quitted, the 
error ma}^ be corre(5led, even though the trick has 
been quitted after the question, unless the question 
was answered in the negative, or the side in fault has 
'led or pla3^ed to the following trick. 

69. If the error is discovered in time to correal it, 
those who have pla3^ed after the one in fault may take 
back their cards and substitute others, and the cards 
so taken back shall not be considered as exposed 
cards. 

In America, if the player correcting a revoke is the 
dealer, the eldest hand ma}^ call upon him to play his 
highest or lowest card of the suit, provided both adver- 
saries have played to the trick and that the dealer is 
not the fourth hand. 



vSYNOPSIS OF THE LAWS 1 99 

In England, there is no penalty for the dealer's 
error. 

70. If the plaj^er correcting a revoke is an adversary, 
the dealer may claim the card played in error as an 
exposed card, or he ma}^ call for the highest or lowest 
of the suit. 

71. To prove a revoke, all the tricks may be 
searched at the end of the hand. If the accused side 
mix the cards after the claim is made, the revoke shall 
be held as established. If the cards are mixed before 
the claim is made, the revoke may still be proved, if 
possible. 

72. If the cards have been cut for the following deal, 
it is too late to claim anj^ penalty for a revoke. If 
there is no following deal, it is too late after the score 
of the hand has been agreed to. 

In General 

73. There must be no consultation between part- 
ners about the exaction of any penalties except that 
for the revoke. If they consult, the}^ lose their 
right. 

In America this rule is unnecessary, as the seledfion 
of the penalty always lies with the eldest hand. 
Should the pone suggest or demand any penalty, the 
right to exact it would be lost. 

74. If the cards in any trick have not been touched 
for the purpose of gathering them, any player may ask 
the others to indicate which cards they respectively 
played. 



200 FOSTER S BRIDGK TACTICS 

75. If either adversary should call attention to a 
trick before his partner plays, or should say it is his, 
or should indicate the card he played without being 
asked to do so, the dealer may require the one who 
has not played to play his highest or lowest card, or to 
win or lose the trick. 

76. Should an adversary call his partner's atten- 
tion to the fadl that he is about to play or lead out of 
turn, or should he make any unauthorized reference 
to the play, the dealer may call a suit from the one 
whose turn it is next to lead. 

77. After a trick is turned and quitted it cannot again 
be seen until the end of the hand, except to vSeparate 
from it a superfluous card. 

In Ettgland, the last trick turned and quitted can be 
seen. 

78. When a penalty has been incurred, the side in 
fault is bound to give reasonable time for a decision ; 
but if a wrong penalty is demanded, none can be en- 
forced. 

Crrors in Scoring 

79. Any error in the trick score may be correc5led 
before the conclusion of the game in which it occurs, 
and that game is not considered finished until the last 
card of the following deal has been dealt ; or, if there 
is no following deal, until the score of the rubber has 
been agreed to. 

80. Any error in the honour scores must be cor- 
rected before the score for the rubber has been made 
up and agreed to. 



SYNOPSIS OF THK I.AWS 20I 

New Cards 

8i. Any player may call for new cards, provided he 
orders and pays for two packs. The dealer shall have 
the choice of the new packs. 

In America, unless it is the beginning of a rubber, 
the side not calling for new cards shall have the choice 
of the packs, whether that side is about to deal or not. 
One pack may be called for only when one of those on 
the table is found to be imperfecl:. 

82. Torn or marked cards may be replaced by mutual 
agreement if an entire new pack is not called for. 

Bystanders 

83. If the players agree to it, a bystander may be 
asked to decide any question ; but if a bystander makes 
any remark calling attention to matters that affedl the 
score or the exa<5lion of a penalty, the players may call 
upon him to pay all stakes and bets depending on that 
game or rubber. 



TECHNICAL TERMS 



A-B, Y-Z. Indicate the positions of the players at 
the table. Z is always the Dealer, A leads for 
the first trick, Y is the Dummy, and B the Pone. 

Adversaries. Those who play against the Dealer 
and the Dummy. 

American Leads. Variations in the leads from high 
cards, to show the number of small cards held in 
the suit. Never used in Bridge. 

Antepenultimate. The lowest but two of a suit. 

Bath Coup. Holding up ace and jack, when the 

adversar}^ leads the king of .the suit. 
Blocking a Suit. Keeping such high cards in one 

hand that the smaller cards in the other hand, 

which is longer in the suit, cannot win tricks. 
Book. The first six tricks won by the same partners. 
Bringing in a Suit. Making tricks in it after it is 

established, or the adverse trumps are out of the 

wa}^ 
By Cards. Tricks over the book. 
Cards of Re-entry. Master cards in one suit which 

will bring another suit into play. 
Command. The control of a suit; the best card of 

it; abilit}- to take the lead in it when played. 
202 



TECHNICAL TERMS 203 

Chicane. A hand which has no trumps dealt to it. 

Convention. Any method of pla^^ which is generally 
understood to give information to the partner, 
such as leading a king to show that the leader 
holds either ace or queen with it. In America, 
leading a Heart when the Pone goes over a No- 
trump declaration, is a convention. 

Coup. A master stroke, or brilliant play. 

Covering. Playing any card second hand which is 
not the best of the suit, but is better than the 
card led. 

Cross Ruff. Two partners alternately trumping dif- 
ferent suits. 

Cutting". Drawing for the choice of seats and deal, 
or dividing the pack when presented by the 
Dealer. 

Discarding. When unable to follow suit, and un- 
willing or unable to trump. 

Doubling. Increasing the value of the trick points, 
after the Dealer's side has made the declaration. 

Doubtful Card. A card led by the right-hand op- 
ponent, which is not the best of the suit, and may 
or may not wdn the trick. 

Ducking. Underplaying in one's own suit, to keep 
the command. 

Dummy. The exposed hand. The Dealer's partner. 

Duplicate. When the cards played at one table are 
played over again at other tables, as nearly as 
possible under the same conditions. 



V 



204 Foster's bridge tactics 

Echoing. Showing the number of cards held in a 

suit which the partner leads. 
Eldest Hand. The player on the Dealer's left. 
Established Suit. One in which the partners can 

take every trick, no matter who leads it. 
Equals. Cards of the same value for trick-taking, 

such as queen and jack of any suit. 
Exposed Cards. Played in error, or two at once, 

or dropped face upward on the table. 

False Cards. Playing so as to deceive the adversa- 
ries as to the other cards held in the suit. 

Finesse. Any attempt to win a trick with a card 
which is not the best card held in the suit, and 
not in sequence with it. 

First, Second, and Third Hand. The positions of 
the players in any individual trick. 

Forcing. Compelling a player to trump when he 
does not wish to do so. (See RufF.) 

Forcing Discards. L<eading a suit to compel an 
adversary to throw away cards of another suit. 

Fourchette. The card above and the card below the 
one led, such as Q and lo over a J led. 

Fourth-best. Counting from the top of the suit. 

Going Back. Redoubling a player who has doubled. 
Going Over. The same as doubling. 
Going Up. Playing high second hand, usually for 
the purpose of shutting out the third hand. 



TECHNICAL TERMS 205 

Grand Coup. Trumping a trick already won l)y the 
partner, or playing a smaller trump on a trick 
which he has already trumped. 

Grand Slam. The same partners winning all thir- 
teen tricks. 

Guarded Cards. Those which cannot be caught by 
being led up to, but may be lost if led through. 
Not certain to wdn, but likely to do so. 

Guarded Suits. Those in which the adversaries 
cannot take every trick by leading the suit right 
out. 

Hand. The thirteen cards dealt to one player. 
Holding Up. Keeping back the best card of a suit. 
Honours. The A K Q ] lo of trumps. The four 
aces at No-trump. 

Imperfect Fourchettes. The card above the one 
led and the one which is one remove below it, 
such as K 10 over a Q led. 

Imperfect Packs. In which there are duplicate 
cards, torn cards, missing cards, or cards so 
marked that they can be named from the backs. 

Indifferent Cards. Cards of the same value for 
trick winning, such as Q J. 

Irregular Leads. Those which are not in accord- 
ance with conventional usage. 

Leading. Playing the first card in any trick. Open- 
ing a suit. 



2o6 FOSTER'S BRIDGE TACTICS 

Leading Away From. Leading from combinations 
which would be much better if led up to, such as 
being compelled to lead from a suit of king and 
small cards, the ace not having been played. 

Leading Through. Putting second hand at a dis- 
advantage, such as leading a jack through the 
king and one small in the Dummy, when third 
hand may hold the ace. 

Leading Up To. Leading to a strong combination 
or a guarded card in the third or fourth hand, 
such as the Dealer's leading a small card to A O 
in the Dummy, or to a guarded king in the fourth 
hand. 

Little Slam. The same partners winning twelve of 
the thirteen tricks. 

Long Suits. Those of four or more cards in one hand. 

Losing Cards. Those which cannot win tricks, or 
must fall to the adversaries' winning cards. 

Losing Trump. One which is not the best, when 
the opponents hold the better ones. 

Love -all. Nothing scored on either side. 

Master Card. The best remaining of a suit. 
Misdeal. Any failure in the proper distribution of 

the cards. 
Missing Suits. vSuits of which the player holds none. 

Odd Trick. The seventh won by the same partners. 
Original Lead. The first card played before Dum- 
my's hand is exposed. 



TKCHNICAL TERMS 207 

Penultimate. The lowest but one of a suit. 
Plain Suits. Those which are not trumps. 
Pone. The player on the Dealer's right. The part- 
ner of the Eldest Hand. 

Quart Major. The A K Q J of any suit. 
Quitted. A trick is quitted when the fingers are re- 
moved from it after turning it down. 

Redoubling. Doubling a player who has already 
doubled. 

Re-entry Cards. Winning cards in one suit which 
will bring another suit into play after it is estab- 
lished. 

Renounce. Failure to follow suit, having none. 

Revoke. Failure to follow suit when able to do vso. 

Rubber. Tw^o out of three games, won by the same 
partners. 

Ruffing. Trumping a suit willingly, as distinguished 
from being forced to trump. 

Running. Making all the tricks possible at once. 

Second Hand. The second player on any trick. 

See-saw. The same as a cross ruff. 

Sequence. Three or more cards next each other in 

rank, such as Q J lo. 
Short Suits. Those containing originally less than 

four cards in one hand. 
Shuffling. Any method of disarranging the cards 

so that no trace of their previous order remains. 



2o8 Foster's bridgk tactics 

Singleton. Que card only of a vSuit. 

Slam. See Grand Slam and Little Slam. 

Sneak. A singleton led originall}^, usually for the 

purpose of ruffing the second round of the suit. 
Still Pack. The pack not in play, when two are used. 
Strong Suits. Those in which a numher of tricks 

can be won. 
Supporting Cards. Those which are not hkely to 

win tricks in the Leader's hand, but maybe useful 

to the partner if led to him. 

Tenaces. The major tenace is the combination of 
the best and third-best cards of any suit, such as 
A Q if the K has not been played. The minor 
tenace would be K J, if the A and Q were still 
unplayed. 

Third Hand. The partner of the leader in any trick. 

Unblocking. Getting out of the way of the hand 
which has the greatest number of cards in the suit. 

Underplay. Leading a card which is not the best of 
the suit, w^hen the best would otherwise be led, or 
keeping back the best card and letting another 
player win the trick. 

Weak Suits. Those containing no winning cards. 
Weak Trumps. Those which are not likely to win 
tricks, except by ruffing. 

Yarborough. No card higher than a nine in hand. 



COMPLETE INDEX 



Abandoned suits, 62, 158 
Ace-queen, second hand, I2g 
Advantage of discarding 

strength, 76 
Advantage of ducking, 112 
Advantage of finessing, 92 
Advantage of holding first 

trick, 153 
Advantage of opening long 

suits, 38 
Advantage of regular leads, 

33 
Adversaries never finesse, 

80, 90 
Adversaries saving games, 

13 

Adversaries' uses for trumps, 
141 

Answers, Dummy's, 7 

Ascertaining values of rub- 
ber, 9 

Assuming position to be fa- 
vourable, 150 

Attention to the Score, 12 

Auction Bridge, 173 

Average No-trump hands, 17 

Average value of hands, 16 

Avoid exhausting partner, 
40 

Avoiding false cards, 165 



Bad quL^n leads, 94 
Bath coup, 83 
Best opening leads, 31. 39 
'^est rule for discarding, 72 
rietraying hand to the Deal- 
er, 70, 76 
Black -uits, Not declaring, 

15 
Blanking K's in discard, 77 
Bringing in established 

suits, 99 
Bridge for three players, 170 

Calculatiiig results, 131 
Cards becoming re-entries, 

103 
Cards not wanted, 67, 69 
Cards of re-entry, 99 
Certain tricks, Counting up, 

132 
Choice of suits to lead, 39 
Choice of suits to play for, 

117 
Choosing longest suit, 117 
Clearing up suits, 135 
Club makes, 20 
Coaxing adversaries to 

shift, 115 
Combinations led through, 

128 

209 



2IO 



COMPI.KTE INDKX 



Combining honours in two 

hands, 127 
Combining leads with duck- 
ing, 114 
Combining the hands, 123 
Comparing lines of play, 136 
Considering Dealer's rea- 
sons, 139 
Considering honour score, 16 
Counting partner's hand, 59 
Counting tricks possible, 131 
Covering honours with hon- 
ours, 84 
Covering second hand, 86 
Covering with tenaces, 87 
Cutting for partners, i 

Danger of doubling spades, 

28 
Danger of shifting suits, no 
Dangers of finessing, 92 
Dealer and Dummy's hands 

combined, 123 
Dealer concealing his 

strength, 119 
Dealer deceiving adversa- 
ries, 59, 165 
Dealer only finesses, 90 
Dealer providing for dis- 
cards, 68 
Dealer shifting, 66 
Dealer's advantage in de- 
claring, 15 
Dealer's choice of suits, 117 
Dealer's discards, Watching, 
76 



Dealer's uses for trumps, 141 
Deceiving Dealer, 146, 162 
Deceptive discards by Deal- 
er, 77 
Deciding ties by cutting, i 
Declarations, 2, 15 
Definition of finesse, 80 
Definition of fourchette, 78 
Description of the game, i 
Diamond makes, 20 
Diamonds, Not declaring, 12 
Difficulties of the discards, 

70 
Difficulty of establishing 

short suits, ir8 
Difficulty of winning the 

game in Diamonds, 134 
Discard strength always, 72 
Discarding, 67 
Discarding an entire suit, 77 
Discards from weakness, 75 
Discards indicating weak- 
ness, 74 
Discards showing command, 

75 
Discards which are false, 166 
Distinguishing weak suits 

from strong, 48 
Don't finesse withnine cards, 

96 
Doubling, 2, 4, 27 
Doubling exposes the hand, 

28 
Doubling No-trumpers, 28 
Doubling red suits, 28 
Doubling Spades, 27 



COMPI.KTE INDEX 



211 



Doubling should stop at loo, 

6 
Doubling to win the game, 

28 
Down-and-out echo, 56 
Drawing for partners, i 
Dropping trumps together, 

149 
Ducking, loS 

Ducking sometimes compul- 
sory, 113 
Dummy Bridge, 170 
Dummy declaring black, 25 
Dummy declaring red, 24 
Dummy stopping red suits, 

23 
Dummy watching score, 13 
Dummy's attention to the 

score, 22 
Dummy's disadvantage in 

declaring, 22 
Dummy's re-entries. Killing, 

103 
Dummy's strength exposed, 

159 
Duplicate Bridge, 179 

Echo at No-trump; 58 

Echo to invite a ruff, 56 

Echoing third hand, 55 

Eleven rule, 45 

Established suits, 99 

Establishing suits by ruff- 
ing, 126, 151 

Estimating strength of 
hands, 21 



Estimating possible tricks, 

131 
Examples of eleven rule, 46 
Exceptional leads, 34 
Exposing false cards, 166 

False-carding overdone, 163 
False-carding with equals, 

167 
False cards, 162 
False cards in finessing, 167 
False discards, 166 
Fascination of finessing, 90 
Favourable finessing posi- 
tions, 93 
Finesse, Advantage of, 92 
Finesse, Dangers of, 92 
Finesse, Refusing to, 93 
Finesses which are post- 
poned, 95 
Finesses which are unsound, 

91 
Finessing, 90 
Finessing by passing, 96 
Finessing second hand, 95 
Finessing with false cards, 

167 
Five by cards in Diamonds, 

134 
Forcing discards, 70, 71 
Forcing the strong trump 

hand, 143 
Forcing third hand to take 

the lead, 86 
Forcing when too late, 138 
Foreseeing ne^d for re-en- 
tries, 104 



212 



COMI'LKTi: l.\])KX 



Foresight in unulocking, (>o 
Four-card echo, 58 
Fourchettes and tenaces, 78 
Frightening Dealer, jj, n 2 

Game is 30 points, 3 
General principles, 169 
Getting a look at Dummy, 

31. 153 
Getting Dummy into the 

lead, 156 
Getting position for finesse, 

135 
Getting the lead in the right 

hand, 126 
Giving adversaries tricks 

early, iii 
Giving partner information, 

34 
Giving up aces, 52 
Giving up kings, 51 
Going back. 5 
Going over, 2, 27 

Heart lead convention, 2g, 

38 
Heart makes, 19 
Hearts instead of No-trump, 

17 
High-card echo, 58 
High cards not led, 123 
Holding over Dummy, 160 
Holding up command, 108 
Honours, Simple, 3 
Honours singly guarded, 88 
Honour values, 4 



Importance of finessing, 135 
Importance of placing the 

lead, 118 
Importance of tenace posi- 
tion, 79 
Inducing adversaries to 

shift, 164 
Inferences from discards, 76 
Inferences from doubling, 29 
Inferences from finesses, 96 
Inferences from leads, 45 
Inferring re-entries, 102 
Interior leads, 35 
Irregular and false cards, 
168 

Keeping established suits 

out of the lead, 113 
Keeping guard on weak 

suits, 73 
Keeping re-entries, 106 
Keeping the command, 41 
Killing Dummy's re-entries, 

103 
King and one small, secorH 

hand, 89 
Knocking to show content, 6 

Laws, Synopsis of, 183 
Leader abandoning his suit, 

62 
Leading, j€ 

Leading aces first, 32, 40 
Leading away from kings, 

159 
Leading equal cards, 41 



COMPI^ETK INDKX 



213 



Leading for a ruff, 36 
Leading fourth-best, 32 
Leading from a particular 

band. 118 
Leading from the weak to 

the strong, 93 
Leading red instead of 

black, 36 
Leading supporting cards, 

154 
Leading through four- 

chettes, 154 
Leading through strength, 

153 
Leading to beat Dummy, 157 
Leading trumps originally, 

33 
Leading up to a king, 

124 
Leading up to weakness, 

153, 157 

Leads combined with duck- 
ing, 114 

Leads for the second round, 

34. 41. 43 
Leads from high cards, 32 
Leads from sequences, 32 
Let the weaker hand lead, 

124 
Long weak suits, 35 

Major and minor tenace, 79 

Makes, 15 

Making trumps separately, 

146, 149 
Making re-entries, 104 



Making winning cards early, 

107 
Management of re-entries, 

lOI 

Management of tenaces, 82 
Management of trumps, 141 
Memorising table of trump 

honours, 11 
Method t>f scoring, 7 
Minimum No-trumpers, iS 

Necessity for foresight, 66 
Not declaring black suits, 15 
Not declaring Diamonds 12 
Not finessing with nine 

cards, 96 
Not giving information, 43 
Not leading aces, 41 
Not leading black suits, 36 
Not leading high cards, 123 
Not leading trumps, 34 
No-trump makes, 17, 23 

Object in finessing, 91 
Object of leading, 31 
Object of unblocking, 60 
Objects of the game, 2 
Opportunities to unblock, 53 
Original low deals, i 
Overdoing false-cards, 163 
Overtaking to continue a 
suit, 113 

Partner not returning suits, 

63 
Passed Makes, 22 



214 



COMPI.ETE INDKX 



Persistence in establishing 

suits, loi 
Personal equation of play- 
ers, 26 
Placing the lead, 125 
Playing against Dummy, 153 
Playing against No-trump- 

ers, 38 
Playing down, 36 
Playing fourchettes, 81 
Playing king and one small, 

89 
Playing honours second 

hand, 86, 129 
Playing the suit shown in 

the Dummy, 121 
Pone holding over Dummy, 

160 
Positions of the players, to 
Postponing a finesse, 95 
Pretending to be void, 167 
Preventing adversaries 

from shifting, 65 
Preventing Dealer from dis- 
carding, 31 
Principles of play in general, 

169 
Probable tricks in the hands, 

131 
Probability of Dummy's 

strength, 21 
Progressive Bridge, 182 
Protection, meaning of, 18 
Providing for contingen- 
cies, 126 
Providing for discards, 68 



Rank of the cards, I 
Reasons for avoiding false 

cards, 165 
Reasons for shifting, 65 
Reasons for trump leads, 

144 
Redoubling, 5 
Re-entry cards, 99 
Refusing to finesse, 93 
Refusing to underplay, no 
Refusing to win tricks, 113 
Remembering cards played, 

42 
Return leads. 62 
Returning second and third- 
best, 62 
Reverse discards, 74 
Right hand leading trumps, 

148 
Risky No-trumpers, 19 
Ruffing before leading 

trumps, 147 
Running, 64 

Saving the game, 64 
Saving small trumps, 142 
Score sheet, 8 
Scoring everything, 3 
Score's influence on makes, 

12 
Second hand play, 84 
Second hand play in trumps, 

145 
Secondary discards, 72 
Seeing Dummy's cards, 31, 

^53 



COMPLETK INDEX 



Shifting, 64 

Shuffling the still pack, 2 

Shutting out Dummy, 156 

Shutting out re-entries, 106 

Singly guarded honours, 88 

Slams, 4 

Spade makes, 20 

Special uses of underplay, 

114 
Specimen score sheet, S 
Stopping suits with Q and J, 

89, 12S 
Suits containing honours, 

36 
Suits of equal length, 120 
Suit longest between the 

two hands, 120 
Suit shown in the Dummy, 

121 
Sure tricks. Counting, 132 

Technical Terms, 202 
Tenaces and fourchettes, 

78 
Third hand play, 54 
Time to use re-entries, loi 
Too late to force, 13S, 145 
Top of nothing, 32 
Trick-taking value of 

hands, 21 
Tricks win the games, 16 
Trump management, 141 
Trump signal not used, 55, 

142 
Trumping suits to establish 

them, 151 



Unblocking, 51 
Unblocking by the Dealer, 

60 
Underplay, 108 
Underplay a confession of 

weakness, iii 
Underplay in adversaries' 

suits, loS 
Unsound finesses, 91 
Uses for trumps, 141 
Uses of eleven rule, 46 
Uses of false cards, 163 
Useless to cover, When, 85 
Useless to false-card, When, 

163 

Value of hands. Average, 16 
Value of five trumps, 24 
Value of a go-over hand, 27 
Value of honours in hearts, 

19 
Value of trick points, 3 
Varieties of Bridge, 170 to 

182 
Warnings from eleven rule, 

47 
Watch Dealer's discards, 76 
Weak Diamond makes, 20 
Weak hand trumping, 142 
Weak suit convention, 30 
Weakest No-trumpers, 18 
Weakness shown by under- 
playing, III 
What to discard, 67 
What cards to keep, 67 
When to lead truinps, 141 



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